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Urses

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Posts posted by Urses

  1. 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.

  2. 37 minutes ago, Kaa253 said:

    I expect I will do it soon as it doesn't feel cheaty to my way of interpreting the MKS kolony development abstractions.

    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?

  3. 2 hours ago, Puckpuck said:

    Thanks, Sounds nice and simple! So you don't need any kind of command module nearby like you do for extending the range of local logistics? Do you need pilots/quartermaster in the logistics modules at both ends? 

    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. 

  4. 33 minutes ago, Puckpuck said:

    Just wondering if someone could give a brief explanation of how the new orbital logistics works? Does it requires specialised parts separate from the local/planetary logistics parts? 

    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.

  5. 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

  6. On 7.1.2018 at 4:51 PM, Jack5.exe said:

    OH so that why i'm so stupi- nevermind

    Welcome to the selfeater club XD

    On 16.1.2018 at 11:51 AM, kerbiloid said:

    We can feed cow to chickens, and chickens to cows.

    Now i know where comes all that "XYZ-flawored" food.... scary....

  7. @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?

  8. Just now, Cetera said:

    Why pink?  I needed to use it somewhere, just for more color variety.  There are only so many basic colors available.  I made geologists pink, as lots of feldspar minerals are, in fact, pink.  It fits with the profession.  Are they likely to find feldspar on the Mun?  Well, that might be a different story...

    Gogo Power Kerbals:D

    but realy, realy,realy nice work <3

  9. 14 minutes ago, Friend Bear said:

    I bet I need to press it and adjust settings when I am at the base overview and probably had not done so.

    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 

  10. You need not only a manned craft but a manned craft that have a control point and have right personal in it. As Example the Mark 2-1 for 3 persons as you read you need a pilot for the pod and a pilot for remote control option. This means you need at least 2 pilots to get it work. If you only have 1 there you don't get the control probe ability. As funny example, if you build a ship of a simpelst probe core and a Mark1 Crew cabin you can actually stear with full pilot ability as you can controll the vehicle from the cabin through probe but if the prob is decoupled you have only the probe controlable. Try it in moon shadow.

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