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Posts posted by Urses
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Found through KottabosGames.
Realy great job!
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Have fun
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If i see it right there is a decoupler between the docking ports?
EVA a Kerbal and push the ring out of the way?
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On 24.1.2018 at 7:27 PM, GoSlash27 said:
While I don't agree with his world view, I do sincerely hope that he has a safe and successful flight.
At least we can be sure he get not lost...
Downwards they will come all by themself.....
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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?
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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.
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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.
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8 minutes ago, Araym said:
I have half a ton of ideas about it e new... well... at that point even "dresses", not only suits!!!
Why i an scared now?!
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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
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1 minute ago, kerbiloid said:
You would definitely give a try to the meat of pigs fed with fish...
I can't eat pig meat as it is to fat for my organism. But fish is yammy
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What about some complex Molecules?
Or your version of DNA?
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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....
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53 minutes ago, JadeOfMaar said:
I have no idea what to name this, but it's intended to be a dropship (on Duna-like or airless planets).
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!
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@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?
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2 minutes ago, Mecripp said:
I have posted one for stock here
... 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!
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@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.
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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
but realy, realy,realy nice work <3
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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!
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Yet another example of money don't make you happy...
Poor Bob, he goes to the stars to become a shooting star....
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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....
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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.
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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
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On 23.12.2017 at 10:17 AM, Bionic bulldog said:
/snip
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?
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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.
Why are later developed probe cores less useful?
in KSP1 Suggestions & Development Discussion
Posted
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.