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Everything posted by The-Doctor
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Send me a private message and I'll let you know asap
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Please a basic kerbalism profile would do a lot for fans like myself who aren't that interested in hyper ultra realism, I like some realism and challenge such as keeping supplies, protecting against radiation, needing to repair my engines, but the lack of a simplified profile makes the game too technical for me and others and less fun, having a profile made for a more easy experience with some challenge but not frustration would be really nice
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I've been following kerbalism for years and was a good friend with shotgunninja. It's been my favourite mod for years and really love what you guys have done. That said I've noticed that I've had some issues enjoying the game and I think I know why. Kerbalism has become ultra realistic and complex and that's fine but I wish a classic mode was given to us. A mode where we have radiation, signal, storms etc as normal, and food, water and oxygen and waste. With science and reverted to stock and with the ISRU functioning exactly like stock but with the option to produce water from ore and an option to convert water to ore with some "waste" generated. And food made from the greenhouses which can supply 4 kerbals per greenhouse and not the current 2(or 1). Keeping fun new things like redundancy, breakdowns and engines having limited relights albeit with some engines like the shuttle main engines having more than 2 relights which kerbalism currently sets which is unrealistic. Removing the complexities of ammonia, hydrogen, nitrogen and other complex changes. JUST in this classic setting. This would be very much like the old kerbalism that shotgun left and would allow people like me who fell in love with the mod from having to ditch it cause it's hindered our creativity and fun so much due to the ultra realism
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@StarCrusher97 hey man, just wanted to ask does this mod start you out in Nova kerbani to explore it, or still in the stock system? Is there a way to move the ksc to nova kerbani? What exactly is the inner home system? And new homeworld? Is that a redoing of the stock system?
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Is the robotic parts completely unable to be scaled or is it a wip feature? Scaling them would be really useful for making centrifuges on ships
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
The-Doctor replied to Gameslinx's topic in KSP1 Mod Releases
What's the Duna analogue planet in this?- 1,647 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
The-Doctor replied to Gameslinx's topic in KSP1 Mod Releases
Getting strong exploration vibes from this mod, the new update looks like it will be stunning. Is scatterer a requirement to get the cool features or would eve be sufficient? This mod makes me want to explore every inch of it- 1,647 replies
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The engine failure rate isn't that realistic, for example the RS-25 can ignite 25 times with little to no need for refurbishment, different engines in real life have different failure rates and different numbers of ignitions, meanwhile the md makes their be 2 ignitions for practically all the engines. I have made reusable boosters but using tweakscale and cluster engines
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@JadeOfMaar not the case, I built my own starship type vehicle, like Daedalus from NatGeo Mars. I'm using it as one vehicle to colonize.
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well a trap door and the tanks being many small tanks wrapped around a think space for the eelvator Or a donut shaped tank with the elevator in the middle
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I recommend adding an elevator in the engine section if possible like I did on mines. Makes crew surface access so much easier, as well as cargo deployment. https://kerbalx.com/The-Doctor/Ares-Class-Advanced
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unfortunately there's nothing I can do with imgur besides uploading all my stuff again, not just the devs ships but maybe all cause I noticed most are hidden
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Try going on kerbalx and typing Ares Class Advanced, here it is again it should be working as others have downloaded it https://kerbalx.com/The-Doctor/Ares-Class-Advanced Im not too sure what's wrong with imgur, I'm working on it
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Updated Ares, Class, The Ares Class advanced. New elevator to access the surface and the engines are on pistons to enable repairs after landing. Link to craft: https://kerbalx.com/The-Doctor/Ares-Class-Advanced Link to video https://m.facebook.com/groups/533845020006170?view=permalink&id=2619377994786185 Link to the development pics https://thedoctor117.imgur.com/all
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
The-Doctor replied to Nertea's topic in KSP1 Mod Releases
@Nertea SSPRX allowed me to make this, the Ares Class Advanced. Link to craft: https://kerbalx.com/The-Doctor/Ares-Class-Advanced Link to video https://m.facebook.com/groups/533845020006170?view=permalink&id=2619377994786185 Link to the development pics https://thedoctor117.imgur.com/all -
Weird I do non of that and just overengineer the ship, brute forcing my way forward, practically never used the waste or water recycler as I have no use yet, just pack in resources and/or mine. I am in LOVE with the new engine ignition limitations, and need for engineers to repair and inspect. This has changed everything and made mission designing a whole other challenge and really fun, especially landing. I have some issues however, I think that if I have just 2 ignitions left and I go inspect the engine, that my kerbal should be able to repair it, right now they can only repair it when the engines ignitions are at 0. I over engineered this Starship inspired craft for Duna. It can successfully land and return home to Kerbin even with losing 3 engines, have 2 engine failures and have limited ignitions. I REALLY enjoy the engine ignition limit, I cannot state it enough! I attached the engines to the robotic parts to be able to extend for inspection and repair, this way of thinking, this makes missions no longer so static and boring, this makes it all feel like a real space program. I am REALLY proud of you guys work and really appreciative. Link to video: https://m.facebook.com/groups/533845020006170?view=permalink&id=2618291831561468 Link to more pics: https://thedoctor117.imgur.com/all Link to craft: https://kerbalx.com/The-Doctor/Ares @JadeOfMaar what'd you think?
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Oh no I deleted everything when I updated to 1.8.1 I'll have to retry it another time I guess
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https://drive.google.com/open?id=1BhgFQkzOpNDRyApQgVf3HBmcCZeyv3vD
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Unfortunately nothings changed with the dll sadly. Tried hard but no change
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
The-Doctor replied to IgorZ's topic in KSP1 Mod Releases
Guess I'll have to see, I'm off to make something big -
I'm tryna recreate the Daedalus from NatGeo's Mars, and so tweakscale is needed for procedural parts
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
The-Doctor replied to IgorZ's topic in KSP1 Mod Releases
Can I attach the ground pylons to the surface and attach things to it or is that still a no no?