-
Posts
233 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TDplay
-
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
TDplay replied to RoverDude's topic in KSP1 Mod Releases
This is terrific! I'd love to see a part to automatically add and remove ballast for optimum performance, it's kinda hard to make it work well, but other than that, great job and keep going! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Also, massive antennas would be nice. And perhaps an ground penetrating antenna that can communicate with any ground penetrating antenna up to a right angle round the planet but not to normal antennas, if that's possible? I dunno, there're so many things to put into a new oversized series for permanent bases! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Ooh! Idea! WARNING: MAY TURN INTO BRAIN DUMP FULL OF TECHNICAL JARGON Just an idea -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Oh, I see! OP (i mean overpowered) radiator that is balanced by needing to be landed. Seems balanced. Nice job! Looks great! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
So that geothermal cooler is just a normal radiator? Seriously, I'm confused here. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Well, um... do you know how hard it is to navigate around with no lights -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Oh ok thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Ok, thanks, so it's just a mechanic to make ranger heat pumps need to be landed and be better in some places. Thanks! How do I find the best areas to use Ranger heat pumps? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
What is a geothermal well? -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
TDplay replied to Pak's topic in KSP1 Mod Releases
That's because in stock, the Mk3 parts are meant to survive re-entry without thermal protection. Mk3 parts are not from this mod, they're stock.- 2,359 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
TDplay replied to Pak's topic in KSP1 Mod Releases
I'm using a lifter with 4 Vectors as LFBs, asparagus staged, and 4 more Vectors as the main engine (to mimic a high-gimbal Mammoth). So, similar to Energia. But not the same. I'm only using OMS for finishing the circularisation and on-orbit jobs, then a maneuver to aerobrake. About the 2 OMS on the Buran, does that make a significant difference?- 2,359 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
TDplay replied to Pak's topic in KSP1 Mod Releases
Awesome mod, but none of the parts hold enough monoprop. I've never been able to build anything propelled by monoprop because nothing stores enough monoprop and monoprop engines eat though it as fast as I eat through oranges (and that's waaay too fast)! How am I supposed to use the OMS engines with a reasonable amount of monoprop available after circularisation? I'm doing a buran-style shuttle with only 3 OMS engines, a CRG-100, a Mk3 cockpit, Model B lifting body, a shuttle nosecone and an airlock inside the CRG-100 on the orbiter (all that is left when I start circularisation). No payload and it *barely* deorbits. I think a station mission would have it out of fuel and unable to deorbit. I find ALL monoprop engines kill my monoprop stocks, the stock O-10 "puff" included, so it's not your mod that's the problem. So, can anyone enlighten me with knowledge of how monoprop engines can be used a bit more effectively at all, as now I still find the Terrier the overall superior engine.- 2,359 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Yay! Kerbal babies! Wait... Kerbabies! Just don't IVA when kerbals are making Kerbabies And no, I'm not so stupid as to think it was added to the IVAs. Mind you, Kerbal reproduction probably involves the kerbals poking some scientific gene cloning and mixing machine and the baby probably comes out of the scientific 3D printer with its clothes on. But... But don't risk it -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Ok. I'll make a GitHub account and log an issue to request duna-series nuke processing plants. I'm still all confused about how you can make automated interplanetary ships, but hey - you're from Squad, you know what you're doing, I'm the level 1 modder, you're the level 9001 modder! (it's over 9000 is overused ) Edit: I suggested processing plants, not reactors! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
I am lost for words. It's amazing. I never imagined that possible! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Just say in the OP: And yes, it's HUGE (like your giant habitation rings!). Anyways, I love this kolony/planetbase mod and I hope to see more (and the Karibou is awesome, despite not fitting in cargo bays) One feature that'd be great is a duna-series uraninite centrifuge! -
parts [1.12.x] Asteroid Recycling Technologies
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Yes... Fluffy, cuddly asteroids... You almost want your KSP to buy bigger hatches to hug one in a pressurised environment... Anyway, here I come, Dres! Gimme your dres-teroids so I can build easy-launch, high-capacity reconfigurable stations! Next project for me: Dres-teroid Freighter! To bring Dres-teroids to my SuperStations, my next gen stations, made of Dres-teroids! And yes, this is great incentive to visit Dres! -
I know of mk4 spaceplanes, with big ramps, but mk4 is too big for my liking. Would that work with the ARM Klaw? I drive my rover in to be grabbed by a Klaw (at least, I did on my first rover-spaceplane mating system) Also, are the small wheels suitable for rough terrain? Also, could you clarify if here you're indicating that it's unintentional or is it intentional that stowed wheels don't spin.
-
So I should build an upside-down cargo bay and drop it out, then to get back in I should get under my plane? The setup I am using is a ramp to get in and out. I've tried KAS ropes to tow it in, but to no avail. What should I do?
-
The problem is they don't seem to spin while retracted. I know I can use the little ones but they are less stable.
-
Is there a way to put a Malemute with the wide wheels inside a Mk3 Cargo Bay, because I'd love to make a rover go in my plane for fast transport across Duna. Should I just use a Konstruction crane?
-
[1.12.x] Freight Transport Technologies [v0.6.0]
TDplay replied to RoverDude's topic in KSP1 Mod Releases
OK, thanks RoverDude! Other than that not working fan, excellent mod by the way! -
[1.12.x] Freight Transport Technologies [v0.6.0]
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Let's take a look... This is your code for the Honeybadger VTOL Atmospheric engine's thrust module. It looks perfectly fine to me (I do basic modding myself). Sifting through the other modules in that .cfg file... I don't see how any of those could affect it. Sorry, I can't be of any help, RoverDude. Me and PhilM are probably doing something wrong, but we have no idea what. Ok, let's see in game... When the game shows this (CoT at the SPH floor), I think it means there's no CoT (which in turn means no thrust). So there's the problem!