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MoarBoostersRUS

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Everything posted by MoarBoostersRUS

  1. Awesome thank you for the help! I'm not a good modder, usually just do basic config file edits but I think I can handle this lol
  2. I was wondering if taking the communotron 88-88 antenna and copying the config file and editing it to be a relay as well as editing it's name where needed would work?
  3. I've been using scansat for a while now but keep forgetting to write down the ideal altitudes for the various instruments. Was wondering if anyone out there has done this and is willing to share
  4. When you see someone fall and think "well they forgot to add reaction wheels and rcs thrusters"
  5. Save on funds and leveling time. I've been playing on hard mode. Start with 0 funds and only get 50% science, funds and rep so an odd free biologist here and there would save a bit but just have to get bases goin and produce'n goods to make up for it.
  6. Had a feeling this was the case. My game doesn't wana give me free biologist, did over 100 rescues still haven't got one
  7. Also had a few questions. 1. Is there a easy way to add hab functions to stock capsules other than just copying and paste the hab function from a module and adding it to the stock part config? 2. Is there a way to edit the chances of what type of kolonist as well as what level they are found at when rescuing them? Instead of doing save file editing.
  8. First crazy mission: I built a craft with the plasma nozzle from interstellar with the biggest 2.5meter fuel tank full of liquid fuel a generator some radiators and the 3man capsule with Jeb bill and bob in it. Took a 5meter 3stage launch system to get it into orbit and flew by every Planet and moon in the stock system then brought it back and landed the capsule on kerbin. Second crazy mission: I built a massive orbital station with drop pods to colonize laythe and flew it out to Jool and dropped the pods on close flybys of laythe when the base was in the right place (I will never attempt to do this again)
  9. I get that that's why I left some on there. They are the tables, chairs, containers, sciencey stuff. I Just see the air as part of the expansion process yes kinda like a ballon to help push out the module as well as add breathing air for the onboard crew. I got the idea well looking into the Bigalow modules, most of the material for the module would already be in place before launch but then how do they expand the module? Well they pressurize it with compressed air. Plus there is the air lock module but no actual air it just adds to the realism that is why I thought of air losses due to needing to pressurize the air lock when entered before entering the the rest of the station or base. There would be a pump system to draw the air back out when leaving but some would remain so there would be a miniscule loss that over time would deplete the available supply.
  10. Love this mod been using it for a while now, edited the config of "inflatable" modules to use 1/4 of the material kits and added the need for compressed air to deploy them seems a bit more realistic, but to simple then had the idea of adding the need for oxygen, nitrogen, helium, hydrogen, argon etc... but been to lazy to try and calculate the internal volume of each module to make proportions of gases right. Also thought of adding "air" losses due to docking of ships kerbals breathing etc.. as well as adding an air recycler like tac Ls has I'd love to have this be part of the mod but it would be a bit of a stretch and I'd guess there would be a good number of people who would be to confused by the whole thing. One last thought was modifying the tundra expandable Habitat to start at the size of a small fuel tank proportionate to its diamiter when deflated that then expands out to keep sleeker designs instead of flying up logs and trying to maneuver them in to tight spaces to make efficient use of space and not have large gaps or the ranger Hab Modules floating in space. Just a few of the ideas I had. Thank you you for all your awesome mods that make KSP so enjoyable!
  11. Now to wait and see how long it takes for mods to catch up. Thank jeb I have saved clean versions of ksp since 1.0
  12. Love this mod! But seems to have some problem with Dmagic Orbital science it collects the data from the module but won't auto run it in a new biome. Tried to add the .dll from kerbocats auto collection mod to see if I could ghetto rig it but no good. Been using [X] science to drop me out of time warp to do the collect but would love to have for science do everything so I can just do time warp gathering.
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