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Everything posted by infinite_monkey
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Nice Launch Tower? Oh, so there'll be another version before the BFS revamp? May I just suggest that you integrate an antenna in the crewed BFS in 1.1.4 already?
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So I started my SpaceX style Minmus base (Duna and Ranger modules from USI-MKS). Hacked the BFS config file by adding 20000 l of KIS space and added some habitation time. Also edited the solar panel config so it can survive the reentry heat for Kerbin reentry and later Duna missions. I needed to enable the "no crash damage" cheat, since KAS tends to hurl stuff through the air... Unloading cargo: Unload Duna modules - I had a pretty hard time building the crane and move stuff around with it without stuff exploding or jumping around like crazy: Starts looking a bit like the bases in the SpaceX presentation...:
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Interesting finding, though: When having time acceleration active while going through the atmosphere, apoapsis and periapsis are changing - which is expected due to a little drag. But if I then exit the atmosphere (time acceleration still being 4x), AP and PE keep changing (at least according to KER). When I stop time acceleration and then time warp again (now much faster since we're in space), AP and PE remain constant.
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LMAO
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Some time ago, I had a similar problem like @se5a, but was able so solv-ish it by tweaking the savegame: Valentina is no tourist anymore, but her (P) is always red. It doesn't seem to affect anything, but I wonder why it's red.
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So everyone from 0.6 will get the new version? That means people are losing harpoons/grappling hooks. I'm not sure everyone will be happy about that, especially if they don't know about it beforehand. I'll wait until some of this is added. Instead of hooks/harpoons, which are realistic only as an anchor or for shooting at asteroids, some kind of "magnetism" for the RTS-1 + winch could work, so we could attach a RTS-1 to the parts we want to move later, then bring the rope's end close to it, and it would then automatically snap into it. That way we could be cranes that work without a kerbal standing on top of the part we want to move.
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I like the Tundra textures. BFR shape could be a little bit different (curvature should start higher up), and the Dragon capsule would need an update (less edgy), but all in all i like it very much, and it fits perfectly into the game. BTW, I found a ladder for the BFS: In Lithobrake Exploration Technologies, there are expandable ladders. Two 8m ladders combined fit perfectly. I clipped them a little bit inside the ship and extend them via an action group.
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Yay, thanks for your answers Yeah, I already imagined there won't be a ladder included in your mod, I just wondered if I could build one using other mods I agree that most rovers are way too big On the other hand, they need to be big, since Kerbals wear huge helmets Which rover do you mean? Something in Rocket Emporium?
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@damonvv I just stumbled over @Alcentar's BFR mod, it looks very nice. I especially like the following things: vacuum engines can gimbal, like in real life; my BFS keeps oscillating, maybe my cargo's center of mass is not perfectly aligned. I think gimballing could help. the ladder for the crew hatch is a nice idea; are there any mods that could add such a long extendable ladder to my BFS? I love the crewed BFS's payload bay! I already wanted to ask if you could add some cargo space in the BFS. With a cargo bay, a standard 5m Kontainer Tank could be popped right in - there would be clipping, though, so one more reason to scale the BFR up by 15 or 20% So one can choose between some tank, a KIS container or a nice little rover the rear wall of the cargo pod is flat; in your BFS, there is that attachment cone, which often is exactly the little bit more of space I'd need (of course, cargo will always be too big )
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I don't know when this started, but I'm having an annoying problem: For example I want to fly to Minmus. I raise my apoapsis until I have an encounter. I timewarp half way to Minmus. After coming out of timewarp, I have no encounter anymore - I just miss minmus. Yesterday I needed about 250 m/s dV to fix my orbit. Does this have to do with Precise Maneuver Node?
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Oh, that's the ITS version? Never realized that In the old KRE version, the smaller landing legs fit nicely, but in the current version, they are somewhat tilted(?), and they clip inside the BFS. @damonvv do you plan adding your own legs, or do you know if there gonna be changes in KRE?
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Kerbin Side Remastered [1.0.1] [1.7.3]
infinite_monkey replied to Eskandare's topic in KSP1 Mod Releases
Plus omega's SpaceX Style Landing Pad, as well as your own Tundra Space Center -
Issues with Kerbalized SpaceX
infinite_monkey replied to RocketMoron's topic in KSP1 Technical Support (PC, modded installs)
No, it's its own mod, and parts look different. Kerbal Reusability Expansion is highly recommended for the landing legs, and near future solar for the solar panels.- 5 replies
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- kerbalized spacex
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I'm not sure if ScrapYard is the culprit, but I noticed that sometimes when recovering parts I get negative refunds - sometimes much more than tha actual value of the vessel. I was testing a MKS miner on the launchpad, so it might have to do with the resources I gathered. Does someone experience similar issues?
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Oh, OK, my bad. I was convinced I read somewhere that it's OK using the old hooks/harpoons etc. together with the new parts. So do you still plan integrating harpoons/hooks etc. in the release? So am I getting this correct: ropes as well as pipes can transfer fuel and other resources, but the vehicles are not docked and not controllable together?
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Sorry if I wasn't clear: The hook does stay attached to JS-1, it falls off the W-50 - in KAS 0.6, I can attach it directly to the winch, without a port connector in between. But how would I control the hook, since it is its own vessel without a command pod and any EC? Also, was it on purpose that there is no "Eject" for the winch anymore? I just noticed that the icons for KAS 0.6 EVA items and KIS containers are blurry as well
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Issues with Kerbalized SpaceX
infinite_monkey replied to RocketMoron's topic in KSP1 Technical Support (PC, modded installs)
You might want to try Tundra Exploration- 5 replies
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
infinite_monkey replied to Ger_space's topic in KSP1 Mod Releases
KSP 1.4.5 is live