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Bombaatu

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Everything posted by Bombaatu

  1. I'm pretty sure the Station Light in Mark One Laboratory Extensions is working correctly for 1.2PRE. EDIT: I just checked it; the station light is working correctly. Might want to peek at the MOLE code and see how it is done there.
  2. This would be great on the 1.875m docking port in MOLE as well! I use that all the time for station construction. In fact, I could see this as an incredibly useful stand-alone mod.
  3. Probably not doable, but it would also be neat if the domes/tubes contained a breathable atmo no matter where it is, as long as it's sealed.
  4. Taking a wild guess, I'd say within a week or two. I could be full of it, but it seems like the pre-release is winding down.
  5. In reference to the ship picture I posted, it would be cool if there were a circular airlock to attach through the floor & a tunnel to match.
  6. I see this happening:
  7. Are the upgrade costs configurable? Paying 1000 Science to be able to do one additional analysis seems overly punishing to me.
  8. Re: Challenger - my 10th-grade Biology teacher Pamela Grayson was one of the "Teachers In Space" candidates: http://www.al.com/news/index.ssf/2016/01/this_alabamian_almost_rode_the.html
  9. *Raises hand* - Yep. I was five when Apollo 11 landed. I remember being at my grand-parents' house with various relatives, gathered around a small black-and-white TV watching Walter Cronkite getting all giddy. There are many times when KSP rekindles the imagination of that small boy, so a HUGE thank-you to Squad for making this wonderful little game.
  10. How am I only just now seeing this mod?!? Can't wait to try it out - Might have to fire up a 1.1.3 instance & give it a spin.
  11. Yes - known bug: http://bugs.kerbalspaceprogram.com/issues/11541
  12. Just to confirm: Chatterer not currently working in 1.2. It's amazing how much I miss it; even more than the visual enhancements
  13. Had the same issue; it goes away if you close the [X] Science window. What's missing is a means to bypass biomes where you've already collected data (or to simply flag biomes as "do-not-stop-warp")
  14. For gameplay mods to move to stock, I'd suggest KAC, Transfer Window Planner and Docking Port Alignment Indicator would be my top picks. If you're talking parts/science, I'd vote for MOLE/Pathfinder/Buffalo by @Angel-125, Surface Mounted Lights by @Why485 & Surface Experiment Pack by @AlbertKermin
  15. Check out the Historical Tech Tree mod - it does exactly this.
  16. That feature exists in the videos I've seen - refresh every 7 seconds, every 3 seconds, or manually.
  17. Both the Station Science and Mark One Laboratory Extensions mods do this.
  18. From what I've seen, you right-click the part and select "Gather Science"(? - can't remember the button label). I don't know about crew reports or surface samples; don't recall seeing that in the videos.
  19. Once you've unlocked the resource scanner & have scanned a body for resources, will KerbNet show resource abundance for a given location?
  20. According to some preview videos I've seen, this functionality is also in the advanced probe cores; no mention of it for science labs, though.
  21. I'm watching the KSPTV 1.2 demo and he's demonstrating a vessel in orbit with a pilot and advanced probe core controlling a rover on the surface. The ship has a Mobile Processing Lab on it and this gave me an idea: it would be interesting if probes could transmit science to other ships instead of directly to KSC. In the case above, the probe could transmit science data to the orbiting ship, which could then process the data in its MPL. So, what would this require? An advanced probe core and a pilot are required to *control* a probe without KSC connection, so I'd say an advanced probe core and scientist would be needed remotely gather data. Does anyone have any thoughts on this?
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