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thomash

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Everything posted by thomash

  1. Now THAT is one of the cleverest mods that I have seen yet! Great work. I'm going to give it a shot in the AM.
  2. I have looked, as I am sure you have, at every image of that thing I could find and could find no indication of a hatch. The likely suspect would be that cylindrical module that extends from the center hub. It has two, 1-man Mars moon exploration units attached to the sides, and a docking port. It seems to me that if there was an airlock, that might be it. BTW, have you seen SirGabu's MADV? He was able to come up with a working elevator and the lower storage area. Aside from that, I prefer the more realistic style that you incorprorate.
  3. Hey SV. There does not appear to be a way for Kerbals to EVA. For now I'm attaching an airlock from your space station mod. Will you be including a dedicated airlock or hatch? Thanks.
  4. DOH! Been playing this game forever and forgot how to EVA by clicking on the hatch. It works. Though I would say that watching the Kerbals go up and down on the elevator is a whole new form of slapstick entertainment. They fall off, jump in the air, and walk off the elevator unless you control them and keep them in place. It works well and that's what counts. Thanks.
  5. Hi Gabu. I can't find a way to get the Kerbals to EVA. When I move the MADV to the launchpad I see that there are no crew portraits. I made certain that the MADV is crewed when in the VAB. So as far as I can see, there is no way to have a Kerbal go on EVA. Right clicking on the ship to Transfer a crew member doesn't work since the craft is all one piece. Aside from this it looks great and the animations are really cool. Thanks.
  6. That's great Doc. Thanks. I'll give the MCT a ride.
  7. Hey Doc. I'm really glad to see the "daddy-sized" Dragon CMD. They are really nicely done. There are a couple of issues that I wanted to bring to your attention. Both CMDs have the same IVA -outer skin offset problem (see my January 12 post). It looks like the the IVA is correct. I believe that the three windows and hatch of the Dragon V2 are at the astronauts feet. When the CMD is created in the VAB the three windows and hatch are facing west. When the CMD is moved out to the launchpad, the crew and IVA face north as they should---the VAB is visible out the port side window. The outer skin however, is 90-degrees off---the three windows and hatch also face east when they should be facing north. The baby Dragon's trunk seems to not be working quite right. I can place an item into the trunk attaching it to the top connector, but as soon as I do, the item becomes part of the trunk. Clicking on the item also activates the trunk. So once something is packed into the trunk it can no longer be accessed. The daddy CMD trunk works as it should. Stuff can be put in and taken out. Thanks for creating these Doc. I love them
  8. Beautiful work. I also like that you have used the same RPM IVA as the MK1-2 command pod. I discovered a bug. it looks like the outer skin is 90-degrees off of the IVA. so that when the three windows are facing the ground when in orbit, the NavBall is showing a 90-degree bank. Also, could you put a connection point at the inside-top of the boot? Then we could fill it with all sorts of stuff like experiments and snacks? Thanks for creating this little fella. He'll be very useful.
  9. Well thanks Doc. That's very cool. I'll post again after I've had a chance to check it out.
  10. Hey Gabu. Nice Work. I must admit, I am having some trouble getting the parts together. Do you think you could post the craft files? Thanks.
  11. Hey Doc- Double-click on the windshield. Your view will zoom up and forward to a much more natural feeling position (IMHO). *** @silentvelcro. Have you seen this mod ? https://spacedock.info/mod/1609/Glass Elevator
  12. Nice video by Kottabos. He's right about the flight handling. It's really fun to fly. Very predictable, and it does what it is supposed to. No, please no! I love the shiny parts. I love everything about this craft, including the textures.
  13. If you double-click on the window the camera will zoom up and forward. From that position you have a much better point-of-view (IMHO).
  14. I couldn't wait to give this mod the test flight it deserved. So, I'm running Stock Size Real Solar System, and used Hyperedit to put the Daddy-Vee (that's what my Kerbalnauts have affectionately nicknamed it) into orbit around Mars. Here it is after entry burn (moving left-right). A little atmospheric breaking and coasting (moving left-right), Descent to surface, Bad landing spot choice? No problem. Daddy-Vee easily handles this 12.3-degree grade. I have so much to say about this mod, but I have to go to work now. Thanks Silentvelcro. This is like getting an early Christmas present.
  15. WOW!!! It's beautiful! I'm downloading it now and will post again later. Thanks!
  16. I took one of Silentvelcro's craft files, enhanced it a little bit with some additional lights, docking ports, and a couple of other things. Here, are some pics. My idea of an artsy-fartsy shot: Another. Note the HOYO CMD pod and service module: Here's a view of the awesome science module IVA. I love the computer drive panels and the monitors. Here's a view from inside the CMD module: And a view from one of the observation modules: One thing you can't really see in the pics are the two exposed science platforms, which I have loaded up with experiments. As you can see the artwork is awesome and allows for some stunning views. There are lots of useful parts allowing for a lot of flexibility.
  17. Great. Thanks. I'm playing in Science mode trying to gather as much Science as I can. It also allows me to test out the new mods as soon as they are released. I'll try it when I get home tonight (5 hrs from now). I'll let you know how it goes.
  18. I saw it in Kottabos, and you can see it when I load the craft file in the VAB. But it gets flagged as missing and the craft won't launch. I'm using the stock tech-tree. I wonder if that can be the problem.
  19. For the life of me I cannot find the Station Exposed Facility part. When I open the craft files in the editor, the part is flagged as missing.
  20. Issue #1: The Altair landing legs and the Altair sliding slowly downhill even on slopes less than 5 degrees. It's been driving me nuts that I was having this problem and nobody seemed to. I finally figured it out. If you use the Altair clean out of the box, with no attachments whatsoever, the lander is absolutely stable upon landing and does not slide downhill. However, if you attach even a few extras, a couple of surface lights, and experiment or two, or a locker to carry some surface experiments, then the Lander slides downhill even where there is no measurable slope. You can try this by attaching a few things to the Lander and take it to the launchpad. If you watch the landing gear plates on the grid it's clear to see that the lander is gently sliding west toward the VAB. Workaround: Use the HOYO landing legs scaled up and the problem is solved. Issue #2: Running out of power too quickly to complete research. Research uses about one unit of electricity per second. Since the Altair out of the box has about 800 units of power, that's just 800 seconds or 13 minutes and 20 seconds. You can extend this by running the fuel cell but that will use up your monopropellant pretty quickly. If you attach solar panels or monoprop tanks, you'll slide downhill. Workaround: Use the HOYO landing legs scaled up and the problem is solved. And then you can attach solar panels or add one of the nuclear power unit and you'll be in business. And with the HOYO legs, you won't slide down hill. Anyway, hope that helps.
  21. I'm really looking forward to this mod. It's really going to take KSP into the near future.
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