3dprintingnut
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Posts posted by 3dprintingnut
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Any Chance of this mod being updated??
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4 minutes ago, moogoob said:
Because the extra bits at the side are wing segments, not tanks. It's why the Mk 2 parts generate lift. If you look in the middle of an unattached mk 2 tank, you'll see a mk-1 sized circle where presumably the tank is located.
So why not just fill up the extra space with fuel?
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The mk2 fuel tank is so much bigger then the mk1 but it still has the same amount of fuel. Anyone know why this is?
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18 minutes ago, Kuzzter said:
Very cool, love the "engines in bays" concept and that adorable rover--but how can you possibly have had enough electric charge to run the ion engines? I can't see any significant solar panels on the ship, not that those would do a lot of good anyway as far out as Eeloo. Up until the point the liquid fuel runs out, of course the nuclear engines can recharge the batteries... but it looks like as you leave Eeloo, the batteries run down to nothing, and then recharge instantly to full at 8:24 in the video. Then as you burn retro to return to Kerbin, the electric charge gauge hovers around zero while the engines continue to burn, xenon in consumed, and the periapsis decreases. And then again at Kerbin you have a long burn on ions with the batteries hovering at ~60 EC remaining.
Shenanigans, time warp effect, or something else?
I have 88 of the PB-NUK Radioistope Thermoelectric Generators on the cargo bays. Check it out and download it at https://kerbalx.com/3Dprintingnut/Eeloo-x and see for yourself
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1 hour ago, The Raging Sandwich said:
Nice! Although that's not really an SSTO, it is an awesome craft.
Also, I didn't get to see all of it, but what I did see was amazing.
In what way is it not a SSTO?
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I made a SSTO that can make it to the surface of Eeloo and then back. Let me know what you guys think!
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Yay! Thank you for all of your hard work in this mod! Ill let you know if I find any bugs.
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20 hours ago, 5thHorseman said:
No, but I can look into it. I know other mods have done more but I've never tried it, as I try to keep my burns under 5 minutes or so, I just suffer through.
I'm freakishly low on spare time right now, though, so I don't know when I'll even start looking at it.
That would be great if you could. I have a Ion ship with a three day burn time and I have been looking for a mod to help me out with speeding it up.
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Very nice mod! Any plans on making the physical time warp go faster for long Ion engine burns?
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So Is there any new updates that are coming out soon?
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44 minutes ago, gagarinekerman said:
It's a good idea, These stations can have very high price so they are very very interesting for trading
I want to add ground bases but I don't know how to dock with them, maybe by using KAS...
Ill design a couple stations and send them to you. I also got a idea for docking with ground bases that ill send ya.
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What do you think about the idea of a couple stations orbiting the sun? You could have a solar station with a really close orbit to the sun and a deep space station on a really far away orbit like twice as far as Eeloo?
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6 hours ago, Aelfhe1m said:
The stock bug fixes mod now includes a patch for the docking bug. Can't vouch for its effectiveness since I've had the good fortune to avoid this bug so far.
That worked thanks!
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I am having a problem with undocking my ships, I click on undock and nothing happens. its about half of the time that I try it. This seems to be a known bug but it is definitely happening a lot more now. I did find this
if I took the time I could figure out what he is talking about in there but for now im just using f5 and f9.
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So I had a idea for automated freighter ships carrying various cargo and going from one station to another. You can intercept the ships dock with them and steal the cargo, I dont think that you should be able to take control of them but just be able to steal the cargo and fuel and stuff. It would also be cool if you had to destroy or disable a certain part of the ship before you are able to dock with it. Then you will be a actual space pirate!!
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You Rock man! this is awesome so much more stuff to do! Thank you ill let ya know if I find any bugs.
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I sent ya a couple of my ship designs yesterday Hope ya like them
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Ive been playing for a couple hours and its been great! It add a whole new dynamic to the game. I think this really has the potential to be big!
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Hi I am having a problem with radiators and cooling reactor cores, No matter what I do or where I place the radiator it just has no effect and the reactor core will keep climbing and overheat. I attach the large extendable radiator directly onto the smallest reactor and it still will not stop it from overheating. I have deleted the game and reinstalled it and its still happening. Any help will be greatly appreciated, I am using V1.3.1 and the reactors are from the near future electrical mod.
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I can shape the wings to whatever size or shape that I want but the Fuel always stays at 768.0 any Ideas what would cause this?
And also thank you so much for making this! Its one of my favorate mods
SSTM² - A stock SSTO that goes to the surface of the Mun and back then deploys a smaller SSTO that also goes to the surface of the Mun and back.
in KSP1 The Spacecraft Exchange
Posted
Craft Download: https://kerbalx.com/3Dprintingnut/SSTM2