SteveD80
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Everything posted by SteveD80
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The altimeter at the top of the screen has lots of buttons and information on it. The abort button, an atmospheric pressure gauge a vertical speedometer, the lights button, the gear button, the brakes button, the crashing indicator and a little light up triangle that sits at the top between the altitude and vertical speed gauge. What is the mystery triangle for?
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I would like to keep the ragdoll effect when I screw up and hit hit something when I'm going fast. But I usually get it when grabbing a ladder bugs out. Hope to see your work.
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I would like an orbit guide mod that will let me put up a contract style orbit guide around any planet/moon. Does it exist?
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I would like a magnetically attachable toolbox that can be placed anywhere and can hold a screwdriver, wrench and rcs tank.
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Test Engine Contract Question
SteveD80 replied to SteveD80's topic in KSP1 Gameplay Questions and Tutorials
Thanks much -
I have a contract to test a Rhino on Mun. It does not say anything about staging so I believe that it is a right-click->test variety. I tried to build a rocket that landed a virgin engine on mun, but it keeps exploding on the pad. So my question is can I test a used engine?
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Mining on Eloo; getting pratical
SteveD80 replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
I would suggest replacing your mobile miner with a base. But in answer to your questions I will say that my mining operation on Minmus used full size drills and needed more than one gigantor per drill. I was able to run the drills over night using fuel cell, but I never tried running the converter off them I also found that each drill required a large radiator; I'd guess that the juniors will run off a medium. If your miner us manned make sure it has an engineer, the higher the level the better. And also try to mine in the highest ore concentration possible. -
I attempted to do for that mod what you are doing for this and I remember seeing that type somewhere in the code. My liquid-poor coding ability precluded me from finishing.
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@Alshain check the source for: as well as the original 1.0.x version.
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Thanks for the suggestion. I will probably get it once 1.1 is finalized. I did look at making all in one ships but they tended to either be very large and difficult to fly or mined very slowly which is why I built the gas station. Large tankers are a bit iffy as the station's part count makes docking smaller vessels challenging, I may build a dedicated tanker port off to the side for it.
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I have built up Minmus quite a bit. I put a station up that has a science lab, lots of fuel storage, several support craft and lots of additional docking ports. On Minmus I built a mining/refining base. Right now I have to fly my landing tanker down near the base at which point a rover tanker docks with it and then the lander returns to the station while the rover returns to the base. Is there a mod that will automate this?
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I would also like to know if there is an attachment cord that can be configured to only transfer ore, I especially do not want it to transfer charge.
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I would like some specific new parts. If they exist (I'm sure some do) info on where would be great. 3.75 Command module (suggesting 5 seats) 3.75 Lander (suggesting 3 seats) 3.75 Separator 3.75 Poodle like engine 3.75 Docking clamp 3.75 Nose cone 3.75 Storage unit 3.75 Probe core Radial Separator A longer set of lets "Docking Tube" Something like the EVA peaceable fuel lines (don't remember which mod) but that can also transfer Kerbals. And I would also like to know if I can pull specific parts out of part packs.