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RealKerbal3x

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Everything posted by RealKerbal3x

  1. Yes, that would be extremely useful. I was once scrolling through the list of named quicksaves for ten minutes trying to find the right one, so having them in chronological order would be a godsend.
  2. I believe @damonvv is waiting for an official render from SpaceX before he starts making a stainless steel Starship. Also, I could be wrong but I think he’s going to add the 2017 BFR back in as an option too.
  3. @damonvv Looks awesome! A quick question: Is it RAM-free like @Omega482's KK buildings, or is it your original art?
  4. Thing is, that would almost double the amount of part textures in the game, which would mean that RAM use would skyrocket. Also, having variants with completely different geometry to each other could cause issues. You could try Old Parts Redux:
  5. Is it an Apollo style mission? If that’s the case they can just EVA their way back to the orbiter. And by the way, you don’t really land on Gilly, more like dock with it
  6. @Pak Ignore the issue I reported above. Apparently the solution was as simple as reinstalling CA, and after that the dV system started recognising the OMS like any other engine.
  7. Sorry, didn't notice this initially. By interval I mean at what time after deploying satellite 1 into its orbit do you deploy satellite 2? When sat 1 is at apoapsis or some other time?
  8. Yep, still works! (at least for me). Not many mods have actually broken since 1.3.
  9. I’ve tried stock monoprop engines as well as the ones from Near Future Spacecraft, and the dV system doesn’t seem to have any quarrel with them, so it’s probably something about the CA engines that’s confusing it.
  10. The new Poodle is certainly an improvement, but I think that it should have a couple variants, for example a 1.875m ‘bare’ one. Regarding the new Terrier, I think it’s a big improvement over the old version. Plus, the ‘bare’ variant makes clustering engines so much easier.
  11. @aSpicyBanana Welcome! What you’ve discovered there is probably Minmus. It’s the second moon of Kerbin (after the Mun) and is actually in a rather high and inclined orbit of the planet, not a low one. It is a little difficult to get to (because of the inclination of its orbit) but it can actually take less delta-V than the Mun if you do it right
  12. @Pak Thanks once again for your continued work on Cormorant! Just a thing though...the OMS engines don’t seem to agree with KSP 1.6’s dV calculations. Any manoeuvre node you set up has a red progress bar, and the dV for the stage with the OMS engines reads zero. No pics because I’m on my phone right now, but I can get pics and/or a log tomorrow when I have access to KSP. Of course, it could be an issue on my end, and I did a reinstall of CA today but didn’t get the chance to play - so it could start working with no need for you to do a bugfix patch. In that case, sorry!
  13. I agree, the bare variants make clustering engines so much easier Plus, we’re seeing SQUAD systematically killing tankbutts, which is always good.
  14. Pfft. A toxic wasteland with hundreds of volcanoes spewing acid as the only hope for mankind? Seems legit.
  15. Oops, missed that I have literally zero experience in MM patches anyway, so I’m going to have to learn the syntax and everything.
  16. Cool that it could be made possible! If this becomes a thing, I’d better learn how to make MM patches
  17. @Snark Yeah! This opens up a lot of possibilities! Including one I’ve been thinking about ever since SQUAD teased the Terrier revamp. The ‘Shrouded’ variant for that part looks a lot like Porkjet’s revamp, which had a small amount of LFO storage. So I was wondering if it would be possible, using Simple Fuel Switch, to give the Terrier a small amount of fuel storage, but only when it’s on the shrouded variant. If it was on the Truss Mount or Bare variants, then there would be no fuel. Just wondering if this would be possible or not. (By the way, I already posted a thread about this very topic, but now that SFS allows linking fuel switching to part variants, I decided that this would be the best place to enquire about this).
  18. @tawpik For controlling 2 vessels at the same time for docking, you kind of can. Switch to your target vessel and target your main vessel, then use the ‘point to target’ SAS mode. Then switch back to your main vessel and click the same SAS mode. The ships will automatically align - this way you can make your docking approach without having to worry about manually aligning with the docking port. However, if you’re docking with a space station and the port is off-axis, you should click on the port and set it as your target. As for adjusting the magnetism on docking ports, unfortunately it’s not in the stock game. However Editor Extensions Redux has it as well as a ton of other useful stuff. Hope that helped! (I was about to inform you about the bracket key thing but @razark ninja’d me )
  19. The other issue with a port to mobile is: where do all of the controls go? KSP has a lot of controls, so how do you fit all that on the screen along with the UI in an intuitive manner? Even if you have an enormous Ipad Pro screen, you'd be hard pressed to find space for controls, UI and a view of the spacecraft. Never mind trying to get that to work on an average smartphone screen.
  20. I'm pretty sure you should put the contents of Extras in the mod's folder (which should be inside GameData).
  21. Generally 'Extras' contains optional content. You can decide whether you want to put that stuff in the main mod folder or not.
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