-
Posts
724 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Urses
-
Why are later developed probe cores less useful?
Urses replied to Phelan's topic in KSP1 Suggestions & Development Discussion
As i read through this tread somehow this tingles by me a subline message what says: Make twickscale base option for the game for i can scale every probecore to fit my parameters... why stand then on probecores and not scale everything? And for RCS-Tugs why they are "false"? A tug is a docking help, for all other functionalitys you need a transfer stage. Or a puller or pusher ship, who we name for lazines reasons tugs. -
Have fun
-
If i see it right there is a decoupler between the docking ports? EVA a Kerbal and push the ring out of the way?
-
The most kerbal flat-earther I have yet to see
Urses replied to KSK's topic in Science & Spaceflight
At least we can be sure he get not lost... Downwards they will come all by themself..... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Urses replied to RoverDude's topic in KSP1 Mod Releases
Why would it be cheaty? I have to bring/build a giant "barn" with logisticks functionality.... and this needs many efforts to do this... like build a SPH big module out there... late phase warehouse with machinery wear as it will be a mostly automated beast ... And if the volumes are more in 3,5m range and the masses correspond with the containers and a Tundra Logistic Module, it wouln'd be overpowered? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Urses replied to RoverDude's topic in KSP1 Mod Releases
As i tried the constelation prebuild, a manned module was not needed for OL, but i think in end state you have to mann the logistics modules. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Urses replied to RoverDude's topic in KSP1 Mod Releases
You only need a logistic module on both conterparts and containers for ressources you will trade. Than you can go to OL and send the ressources for cash and time. -
Why i an scared now?!
-
Welcome to the forums! To go to Minmus is a little tricky as to the Mun because of inclination. For the first attempt get a lill more fuel with you. Circularise around Kerbin and burn in/out radial till your pe is on DE or AE, plan your maneuver at this point and with some playings on prograde/retrograde and on normal/antinormal you will get a nice encounter. The prograde trick as Mun shows over the horizont of Kerbin don't works here. Have a good time and much of fun Happy Kabooms Urses
-
I can't eat pig meat as it is to fat for my organism. But fish is yammy
-
What about some complex Molecules? Or your version of DNA?
-
Welcome to the selfeater club XD Now i know where comes all that "XYZ-flawored" food.... scary....
-
Orbit Portal Showroom [Show me your OPT Spaceplanes!]
Urses replied to JadeOfMaar's topic in KSP1 The Spacecraft Exchange
How it looks and as a old SciFi freack.... "Corsair" maybe? This one looks realy like a Invader class dropship for small tactical units... rings "pirates"? Love the design especialy wings+engine nacels! -
@Mecripp tried out, you are loved^^ Docking is realy nice this way. allign somehow right, bring on place and toss the parts together... works realy good on sloped places^^ i normaly use a lill longer springs in my builds to prevent bouncing at landing and have realy problems if gravity changes and modules have not the same wight... but with the limiter i can do my standard landing and adjust the hight in situ. Mostly it was; build a rig go an runway, cheat the gravity and try it all over... and smallest slope means no surface docking able... rcs spawn and this way realy bad lags as part count shots up >.< Great tweack Mecripp. Do you use mods by your self? And have you same strangenes as inbuild landingslegs from mods mostly help your modules to become orbital as they extend? XD i have this actualy on USI modules and especialy the Girders there... and it looks like kSP dont like other legs as its own. But The tweack would be a good RP on Roverdude to implement in USI-Tools maybe?
-
... somehow i make it pass my view T_T... Have to go and try it out. If it works out like Intendant, my surface bases will love you!
-
@EarthlingerI think it works like clickbite strategy. Every answer, click or comment for such a tread would be adressed to the main page of the bot and becomes more view valuable for search programs. And KSP volks are realy courious species.
-
[1.3.1] Cetera's Suits for TextureReplacerReplaced
Urses replied to Cetera's topic in KSP1 Mod Releases
Gogo Power Kerbals but realy, realy,realy nice work <3 -
[1.3.1] Cetera's Suits for TextureReplacerReplaced
Urses replied to Cetera's topic in KSP1 Mod Releases
Sadly i can give only one like to go.... my personal lovestory for your mode is, you have fully integrated USI jobs too!!!! Thank you very much for this little eye candy ( but pink T_T, why....????) And Rang... you see your Kerbals RANG! -
First cold hard experience on iron man mode
Urses replied to xendelaar's topic in KSP1 Mission Reports
Yet another example of money don't make you happy... Poor Bob, he goes to the stars to become a shooting star.... -
As "media" is everything that translate information in my case it would be 2 Autors who send me every time back in the SPH. "Barrayar"- Roman series and "Ender". Every time i try to build the ships and Fighter jets from there....
-
The CommandPod if i remember right, does not have lift in vanilla. Normally Ferram will add this ability. But i think your problem is more that the winglets are to small for such a back heavy design as you have. That is why the COL is so high up.
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Urses replied to RoverDude's topic in KSP1 Mod Releases
You are right! On KSC Screen you have the options there. And in-flight mode or VAB/SPH you have the LS-Functionality. The speciality is in VAB/SPH you see more max. stats for the vehicle with added crew by you or maximal supported crew. In flight you see the actual stats. Like if you take supplies for 10 days and greenhouses with fertiliser for 1 year you see in VAB 1year but in flight only 10 days. Don't be confused by it. And don't forget to activate LS and habitation modules. Funny Kabooms Urses -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Urses replied to RoverDude's topic in KSP1 Mod Releases
As a basic question. Have you a logistics module on your installation? To push the ressources in PL you need one. That one don't need to be manned but must be present on the side. As i read your text you have drills and containers (?) but no logistics module?