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nascarlaser1

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Everything posted by nascarlaser1

  1. does the part require to be in orbit though? (I know absolutely zip about coding ).
  2. Hi guys! sadly I wont be joining this after all... I reread the instructions and realized that none of the rockets I am able to build count toward realism . Sorry .
  3. oh ok thxs. tonight or tomorrow I'll post my first launcher and payload. Is there a separate thread for that yet or do we just post them here?
  4. Do launcher have to be recoverable? I currently only know how to build expendable launchers that either orbit forever or get sent back into the atmosphere uncontrolled.
  5. hmm.... your right... 3/10 wouldn't want chimps but wouldn't complain if they were added.
  6. when I add back the stock save wont Kerbalism automatically activate?
  7. ok thxs. I cant look at it right now (I kinda messed up my mods and well... most of em wont load/work now ) so I will wait till I have time to get a clean install on my pc. 1 question though, will I be able to turn off this mod in any save that I don't want it to be active in? (I have 1 pure stock save that I don't wanna mess with)
  8. can someone make a kerbalism-stock spreadsheat? I am joining in a mission idea by @theepicsquare and he is going to use kerbalism. I don't enjoy kerbalism because of its difficulty, so I am unsure of how to make stock vessels (preferably manned) that wont outright die on a kerbalism save game. Thanks!
  9. ok thxs. I have 1 extra question. can I be a PP and a LP? Perhaps we could launch our own payloads using our own launchers to save money? (don't know if this would get complex)
  10. can someone create a kerbalism to stock conversion chart like thingy? I currently have 0 access to my mods (I may/may not have broke them all ) and I also do not like kerbalism that much (tooo hard even for me) but I really want to join this, and I don't know how to build a good stock payload (or launcher for that matter) that wont kill any Kerbals onboard once it gets put into a kerbalism save. Also, name of my company will be NSS (nascar space service). I also have 1 more question I just thought of. Can I be in charge of both a PP and a LP? Maybe even launch some of my own payloads using my own launchers to save money?
  11. hmmm... you know... with the way they walk Kerbals looks a lot like early humans, who evolved from chimps... so maybe it could be the other way around!? perhaps a crazy Kerbal scientist got his hand on DNA samples and changed them, and created chimps ingame!? This way, it would not destroy the idea that the little green guy were not alone, just add onto the idea that they are no longer alone! 10/10 would want chimps !
  12. Hi guys! Does anyone know of any radar mods that are standalone? I know Bdarmory has a radar function, but I don't like having weapons in a game not meant (imho) to have weapons. Is there a way to make a part similar to the radar in that mod, and maybe even make it detect easter eggs within a certain distance?
  13. If your not against mods on this idea, you could us KIS and KAS. On your mothership, bring at least 3 heat shields per lander (that way in an emergency you will always have some), and once you use a heat shield to its maximum (or however close to maximum you feel safe doing ), just grab an engineer, take off the used heat shield, and slap on a new one. If you do not want to use mods, you can always attach docking ports to top of your lander. This way, you can replace the heat shield via the docking port, or when the landers are in storage, you just take the heat shields off and dock it to the rest of your ship .
  14. just wait till you drop em from orbit... then they REALLY freak out!
  15. built my first VTOL and airplane (that actually worked )
  16. KPBS works useful for making cool looking bases without a lot of hassle, and it incorporates different parts for different mods (it gives an alternative to the EPL Launchpad that's easier to land, and if you have USI LS installed it gives parts for that too). USI MKS lets you make big complex bases that serve lots of purposes, but it requires you to actually plan ahead. Instead of just plopping down any base anywhere, you need a certain amount of resources onsite for it to survive, or you need to have the ability to easily transport the necessary supplies there. Its designed to run using USI LS so if you don't have it I am not sure if it will work right.
  17. KAS/KIS are a must. Do not get rid of em . I don't play with any contract related mods (other then scansat and I just ignore those) so I'm not sure about those. if you have mechjeb installed then I don't think you need KER installed since they both give data+mechjeb works as autopilot. I don't use visual mods of any kinds so I don't know... You have ground construction core, but I don't see ground construction itself... Was that a dependency for something? If not you definitely don't need that... A lot of the others I wouldn't know without seeing their descriptions (too lazy to look each one up individually lol ).
  18. I would like to use this tool to make a planet that looks identical to Kerbin (since this is the first time I will have ever modded) but it includes an atmosphere identical to eve. Once I get the info I need and put it into a notepad, what kopernicus folder do I put it in?
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