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RealKerbal3x

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Everything posted by RealKerbal3x

  1. I'm a bit late but the big crane is on the move! Edit: NSF stream if you want to watch:
  2. 'Kerbals embody the best aspects of humanity' I could not agree more!
  3. A conjunction this close probably won't happen again for hundreds of years, you should definitely head somewhere with better weather to see it if you can.
  4. The crane has detached from SN9 and is moving away: Oh, and awesome shots:
  5. If you enlarge the image in twitter, and then open the image in a new tab it should be just about readable if you zoom in.
  6. Something like that. I was only able to view them with binoculars (I don't have a telescope) but it was still fantastic.
  7. It's locked. Nobody can post here.
  8. As far as I know dockingPort2 is the internal name for one of the stock docking ports. Do you have any mods which affect or remove the stock ports?
  9. The only parts that can break currently are rover wheels, extendable solar panels, antennae, radiators and Breaking Ground scanning arms. Engines can't fail, nor can tanks leak. Random failures don't happen.
  10. It's also possible that you've accidentally set trim, though not being a console player myself I wouldn't know how to reset trim.
  11. 1.11 made it so that EVA packs and chutes take up Kerbal inventory slots. With both equipped, Kerbals don't have any space in their inventory to pick up deployable parts.
  12. Tourists stay tourists, though they can level up. Currently higher-level tourists don't have any advantages over lower-level ones.
  13. Great idea! Maybe there should actually be a Kerbal skills tree (similar to the tech tree, but accessible through the astronaut complex) which allow you to pick what particular skills for your Kerbal's profession you want them to have. This could feed into your idea of having various members of crews complement each other.
  14. A few things I noticed while playing around with the update this evening: Kerbals can actually exceed their inventory volume limit. If they're carrying something big enough and then pick up a deployable part, they'll get a cool-looking big backpack. Picking up a deployable part is the only way I could find to do this, it won't let you put a part that would exceed the volume limit otherwise. Also, using the new EVA fuel canister it's possible for a Kerbal to reach low Mun orbit from the surface by themselves with plenty of dV left over. This could be good for low-mass missions that depend heavily on the EVA pack. Finally, Kerbals can stand on top of the work lamps. I'm not reporting this as a bug because it's too funny
  15. So, uh... you want to compensate for the lack of shock absorbers by making your vessel more massive? (by the way, mass is the correct terminology to use here as it refers to how much matter there is in an object, whereas weight is a force due to the pull of gravity on the object). Making your vessel massive enough to have survivable acceleration per pulse is going to decrease your dV significantly, to the point where it's a way better idea just to add shock absorbers. If you have the capability to modify a vessel to survive a nuclear bomb going off behind it every few seconds, you probably have the capability to install shock absorbers to efficiently manage the acceleration as well.
  16. I'm pretty sure the flaps can't fold in that direction, they're limited by the fairing around the actuator.
  17. Interesting, it only has one flap. I guess the second flap is going to be used on SN9 now.
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