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kraden

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Everything posted by kraden

  1. RemoteTech becomes awesome with Infernal robotics. However I've unfortunately discovered that designs like this can be kraken bait. I always test them on the launchpad before an actual launch.
  2. I love that I'm not the only one who has things like this happen. I like seeing how other people overcome problems like this.
  3. But not for the ride, the ride was fine. She's gonna kill you for singing that song, lol. That face too, rofl. Val is not impressed.
  4. Cool, I'll have to check that one out, thanks!
  5. Ooo! That actually sounds even better, lol! Maybe once I'm through with this career game I'll download it. Thanks for all the info!
  6. Interesting. I've been thinking of looking into a mod to adds planets to the system, will definitely look into New Horizons if/when I do. I very much like the idea of sending space planes to other bodies. How hard is it to reach escape velocity with a plane there?
  7. Are those air breathing engines I see on there? I like the overall look of the plane too.
  8. If you're landing a base on the mun or something and plan on expansion, definately slap some docking ports on there. Only reason I wouldn't is if it was a small science base and I intended to have my crew transfer ships land next to it and EVA the kerbals back and forth. If you plan on making a modular base I would recommend building the whole thing in advance in either the VAB or SPH to make sure everything fits how you want it to. KAS is handy if you want to connect things together without requiring docking ports, but I peronally wouldn't use it for a whole base. There are plenty of video tutorials on all things KSP. I have yet to come across a scenario someone hasn't made a video for.
  9. I keep getting tourist contacts, which I think are fun, however now that I've landed on both mun and minmus, they all want to go to both. Some want to orbit one and land on the other or what-have-you. Therefore I've decided to build a ship capable of landing on mun, then minmus, then return to kerbin. First test flight was promising. Now for some tweaking to get it where I want it.
  10. With Extraplanetary Launchpads getting a fix for 1.1.3, I was able to build the dual greenhouse life support module for my space station at the station itself. Extended my supplies quite a bit, but I need to make sure to send some fertilizer with my rocket parts shipments. Next up will be some basic tourist trips for some more money before sending a mapping probe to mun to pick a base location.
  11. I thought they needed to be level 2... perhaps I'm mistaken? Regardless my orbital station just pumped out a ship using this mod. Had 4 level 2s working on it. Running 1.1.3 with MaxRebo's fix.
  12. Didn't catch that. Well, too bad. This looked awesome.
  13. Very yes. All the WIP pics so far look great. I will be watching for this to get released
  14. I like how your rover lacks most typical rover parts. Bravo for Kerbalized improvisation!
  15. Well I tried an Apollo-style Mun landing with 2 minor deviations. Firstly I had to pick up someone stranded in orbit (contract), and secondly I had to refuel from a tank with a docking port that I left in orbit from a previous mission as a "just in case". First attempt I tried to grab the stranded Kosmonaut and upon exiting the hatch, the command module spun wildly, she exploded in a puff of smoke and the module went careening towards mun. Nice . Loaded a quicksave. Went for the fuel first this time. This required me to detach from the LM to fuel up, then reattach. Got comfortably close with minimal movement between ships and tried to undock the LM. Nope. Docking ports glitched and wouldn't release. Reloaded the quicksave a few more times and tried a handful of things... no dice. Looked up the issue and seems it was possibly cause by my having it attached to a separator during staging. Scrapped the entire thing and tried to build a new rocket that wouldn't need more fuel in orbit and would fully land and return without any docking. 3 launch attempts and 3 exploding rockets later, I'm calling it a night. Will do another revamp tomorrow.
  16. Are those drills attached inside of a cargo bay? I'd love to see the whole ship if possible
  17. Same problem here, and it was mentioned above he's working on it.
  18. All I was planning on doing tonight was setup a satellite network in my new career game. Bad timing for this mod to not work for me Thank you so much!
  19. I'm going to guess you don't have an earlier save you can revert to. That's highly unfortunate. Good luck to you, I'm no good with skycranes.
  20. You could just give it some detachable wheels and give it a push... Unless of course you -want- to use a skycrane KAC worked fine for me after switching to 1.1.3.
  21. I showed KSP to a friend today. I made a new sandbox game and slapped together a minmus lander with some supplies for the crew (USI-LS). We decided to have the supplies in a separate module that we would disconnect upon landing. All went really we'll up until the point where I disconnected the supply module. You see, I forgot about my recently added Remote Tech mod and never put an antenna on either the lander or the module. Opon disconnecting, the supplies managed to fall into a tumble and take out a third of the lander's solar arrays. The only saving grace was that despite having no control over the thing it managed to land upright on it's still retracted landing gear. Bob planted a flag, we called it a day, back to kerbin! Only in my haste to build this ship, I also forgot parachutes . Despite my errors, my friend now really wants the game. Mission accomplished!
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