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RealKerbal3x

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Everything posted by RealKerbal3x

  1. Since the 1.7.2 patch now allows us to customise the BG futuristic suit's LED strip colour, I colour coded my Kerbals by profession! I'm going Star Trek TOS style with yellow for pilots, red for engineers (well, red-ish, I need to do some more tweaking on that one) and blue for scientists. I could have gone TNG-style and switched pilot and engineer colours around, but I kind of prefer the TOS scheme more.
  2. To be accurate, the colour-changing option is for the neon strips, not the suit itself.
  3. That would be really useful. As much as I hate my phone with a violent passion, it's the only way I can get my forum fix when I'm unable to use my laptop, and the mobile forum browser is incredibly annoying.
  4. Testing the post-submitting shortcut...apparently it's Ctrl-Enter. Edit: It worked!
  5. @nestor said on the previous page that MH 1.7.1 is still fine for KSP 1.7.2.
  6. Thanks a lot guys! The suit LED colour switch means that now I’ll be able to tell between my Kerbals at a glance
  7. I’ve got another called Deep Purple
  8. All that and you left us on a cliffhanger... In all seriousness, that was amazing.
  9. No pics today, I'm afraid. But my testing for the scheme I'm calling 'Death to the Green Button' has almost reached its end. My plan is, when a capsule splashes down in the ocean, I'll dispatch one of my two recovery airships (UKS Led Zeppelin or UKS Black Sabbath, depending on where the capsule landed) to pick it up and bring it back to base. What I tested this afternoon was the airships' capability to pick a dummy capsule up with a KAS winch, dock it to a port inside their cargo bays, fly to a destination, and lower the capsule back down. The test went almost perfectly, but Isaac Newton decided to make my life a little harder with his third law. Basically, KAS winches are pretty strong, so as the winch pulled the capsule up, it also slowly pulled the airship down. The workaround is to set the airship to have slightly positive buoyancy, so that it's not dragged into the ground by the winch.
  10. Quick question: If you used a winch to assist docking, would the connector immediately detach when docking occurred? Or would it stay attached?
  11. How the heck did I miss this? My deployable robotic claw doesn't need to have unmotorised hinges swinging about anymore! @Snark You are a utility mod-making machine! Thanks again for your work.
  12. I believe it's from Near Future Spacecraft.
  13. A work-in-progress, but it already looks really cool! Yes, that's a giant claw hanging from the underside of a dirigible
  14. Yes, but you can also try the save-editing method specified by others, above.
  15. Oh, and by the way, you can take screenshots in game using the F1 key. They’ll appear in a Screenshots folder in your KSP directory.
  16. Yeah, because of how the fuel fractions are balanced against stock parts, Making History Saturn Vs are always massively OP in terms of dV. (I mean, I assume you’re talking about building a MH Saturn V Apologies if I’m mistaken.)
  17. So, I will be getting back to this soon. The thing I'm waiting for is KAS updating, since 1.7.1 broke it. KAS is a pretty essential mod for the KEP because KAS telescopic joints hold the rovers and tiltrotor in place inside the Deep Purple's hangar deck. At least I'm able to make some progress...part of the next chapter will have space scenes that don't depend on me using KAS to 'shoot' them.
  18. I have a biology exam tomorrow. It's not on a particularly difficult topic, but ugh, I hate exams, and in particular, revision. It's just extremely tedious Edit: Page 10!
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