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Dr.Wolfram

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Posts posted by Dr.Wolfram

  1. That ankward moment when you build n' launch nice interplanetary ship, reach polar orbit of distant planet, detach altimetry/ore/multispectral scanner, after finding that sweet landing spot deorbit and drop few miniprobes so they land in different biomes for moar science and finally you land a capsule with big science-hungry rover... Mission succes!... aaaand the next day you discover an awesome mod that could have enchanced that science-hungry rover even more;.;

  2. On 12/1/2017 at 4:35 AM, APieceOfBread154 said:

    So Ive redesigned some of my airships and I still have the problem of them flipping over. Does this mod or Hooligans have any incompatibilities or a way to somehow balance the ship automatically?

     

    Hoolingan's plugin will aid you to stabilise the ship, but cannot save frop flipping.

    So here some good tips i learned  being airship pirate  ... ehm to avoid flipping:

    1. Add moar Gyro-rings
    2. Just add a loaded/semiloaded tank (or tanks in radial symmetry) below the ship along with some heavy gondola to drop that CoM...
    3. ...Or what i wanna try is building fight deck with gondola under the Led Zerpellin hanged by struts, something like on my desktop wallpaper
    4. Add moar powerfull gyroscope, Roverdude's Starlifter mod(if i remember well, but it's in one of his mods) has good and ultra powerfull gyros(but also power-hungry)
    5. Allign Center of Thrust of those lateral propellers with CoM of your ship, missallighning them will pitch the nose of your ship(having moar stable ship always helps)
    6. Talking about lateral propellers, i always added winglets to them (they're like additional unlimited Rcs but only when you're moving)
    7. Add moar Gyro-rings

    Aaand as Angel said you have to be patient with airships, those things are realy huge and heavy (means lots of inertia to steer or stop them)

  3. 2 hours ago, vardicd said:

    Mech Jeb to hold my heading, and Kerbal alarm clock to pause the game at certain times. that way I can set the ships heading, and speed and go take a nap, or watch a show, or what ever, and when I get back, KAC will have paused the game after a set time, and I can do what ever I need.

    Ooh thanks for pro-tip. I just used MechJeb to know delta-V and to execute for me those long interplanetary burns while preparing coffee:D

  4. 21 hours ago, JadeOfMaar said:

    Okay, masochist fella. :P and @Yargnit go for Ceti first. Ceti is far out like Minmus but has Mun's gravity. Iota has Minmus gravity and this is all on purpose. So....please don't hack the moons.

    Oh well... Since its all on purpose... ill focus basebuilding on Ceti then. Problem solved with 100% hack-free moons:wink:! (Cant wait to share some images, but first i need to find nice photogenic place). And @Yargnit,thanks for pro tip

  5. On 25/10/2016 at 8:09 PM, Aluminator said:

    Ahhh finaly my a picture of my MunStation at the Neil Armstring memorial site. Thanks to your mod and KJR i'm going to upgrade and extend it this week. Without KJR extending my base is impossible. It will wobble itself apart after connecting more base-parts.

    Just started to build my Munar outpost few days ago... Aaand guess what? I chosed Neil's memorial site too!) You pic reminded me that i totally forgot to bring some illumination for monument:D

  6. On 23/10/2016 at 0:11 PM, Palec said:

    Hello,

    Greetings to author of this mod, I recently discovered it and I love it.

    Can someone recommend me some other mod which I could use together with this to construct new crafts in the colony? As easy to use as possible, I dont want to install 5 other mods just for this feature

    Hello Palec,

    Here're some mods that could be usefull for you :wink::

    Spoiler

    I really like NearFutureConstruction for those modular multi-purpose girders in which you can stuff different tanks or even corridors, but i suggest you to try some moar NearFuture stuff, those are really nice mods

    Another piece of jewel: 'Wanna assembly giant ships? Build a base without using KAS?...Or some cranes/magnets/forklifts to help you in building your stuff? Construction ports are amazing for this! (warranty voids if items are 10m above the launchpad)':D aand if you're interested you can grab more awesome mods on RoverDude's GitHub.

     

  7. Hi Nills, do u moved Central Hub from Meta-Materials?

    It's arrived that nice time of Career when you start to build your first science/colony/ISRU/factory-outpost on Mun:wink:. Just researched meta Materials and i cant find Central Hub part, so i looked in all of the technology tree branches and didnt saw it. So then i started Sandbox to just verify if Hub exists in game ...aaaand yup it is:confused:... probably its some kind of mod interference, first thing that comes in mind is Community Tech Tree...

    Edit: so i updated CTT, now i can see Planetary Hub in MetaMaterials, but nothing else, part is still missing

  8. Thats some really interesting mod:wink:!

    I'd like to suggest different types of colonists, so instead of having one Handy-Jack-of-all-trades guy you have different colonists with different skills. For example someone with role of harvesting crops ( farmer colonist ), repairs role ( mechanic colonist ), someone that performs and resets experiments ( researcher ), some other colonists with handy roles for expanding your growing colony: miner, builder, space taxi driver:cool:, and some really, reaally good guys at setting things on fire ( like Jeb or Dr.Wolfram ) ... oh better nope...forget the last one:D

     

  9. 6 hours ago, kiwi1960 said:

    Errrr Hello... yes, sorry, we forgot all about you. As such, sorry to say, release 1.2 was...errr.... released about 5000 years ago.

    We are now waiting for version 74102216.6.0 to be released.... in a week or two.

    Your old computer wont run the new version, you need a super computer running 200,000 cores at the speed of light running Win AI Hal 9999 to run it now.

    OH... BTW, welcome back... here is a coffee to help you wake up.

    Naah 1.2 was released 1000 years ago... its 3016 now... Welcome to Futurama!

  10. 1 minute ago, Stone Blue said:

    Most of the parts in the zip in this thread, are bare bones... Meaning they have very basic configs, just enough to get them loaded in-game.
    I would say, this zip is more like a source material for mod makers to grab and use...

    If you want the parts as a player, to use in-game, you'ld probably be better off finding a mod that has the parts you want, included in it, and grab them from there...

    Oh thanks for clarification. Do u know perhaps any mod that have those nice-looking hubs? Just really like idea of biodomes:D

  11. Erm... i have some difficulties to install Hubs, everything else works well exept those, i cant see them in tech tree and in VAB parts list, probably i have putted them in wrong folder (but i just extracted them into GameData folder)... Any suggestion? I noticed that there're lots of "folder in folder" in that zip

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