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Xurkitree

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Everything posted by Xurkitree

  1. We shouldn't have procedural engine though - it would be a bit OP and cause a lot of hassle in the VAB as players try to optimise the engine for the given mission profile...
  2. Yeah the first ship is an Jool-5 capable SSTA. Extra mass of the second payload made it harder to design but adding more boosters works great everytime. As for the Laythe bailout, the Kerbal was creating very unbalanced drag, causing the ship to tumble dramatically. No amount of torque or autopilot to fix. Then OndrikB suggested that I bail out and doing so immediately stabilised the tumble and it made a graceful touchdown. This is why I shouted him out - without that tip I would have just shelved the mission and declared it failed.
  3. Actually the skids are a problem with the ground itself.If only the Ground weren't ice...
  4. The thread is closed, the mod has stopped devlopment and the download page has been removed from SpaceDock. I know there are people with copies of it, you will need to look around.
  5. I made the first iteration of the KSS Porphyrion, a highly modular ship which in its current configuration is going to do a Sarnus 5 and come back. Fueled by Lithium and powered by an Excalibur reactor running 3 Magnetoplasma thrusters, it has 25 years of Life Support for 10 Kerbals, a Deep Freeze module for emergencies, 12 KM/S of DeltaV and a Cargo module containing a Closed Cycle Gas Core NTR powered heavy Slate/Tekto Lander and a Nuclear Electric Argon Lander. Did I mention the hab module spins on a pair of collapsible centrifuge arms? Because it does, and I've been waiting for Breaking Ground to do exactly this.
  6. I stranded myself on the mun . . . in 0.17 Yes, 0.17, not 1.7
  7. I still haven't seen a Breaking Ground version of Scott Manley's Inertialess Gyro Drive
  8. When is moar parts to many? When restock manages to make 4 engines seem like the same part
  9. Nice to see the continued maintance of this mod. Good work!
  10. Could be a failsafe against the kraken. The amount of krakening a piston wheel would generate... *shudders*
  11. Its June already, and there's not a single piece of new about 1.8 at all. I know most of the time went into Breaking Ground, but i really wanted to know what improvements were going to be made for 1.8 But now it looks like as if aside from some minor part revamps they probably have in storage, 1.8 will be the major bug fixing update for KSP to solve the bugs created by Breaking Ground.
  12. I may have a reason to why autostruts sometimes disable robotics - Autostrut to heaviest apparently allows parts to move under robotic power, while Autostrut to Root and Grandparents disable it. I had this situation when i was making a prop of my own. It spun under Heaviest, but not under Root or Grandparent.
  13. Its not really a feature, But i wish SQUAD would post 1.8 news already!
  14. There will be a readme file in the KSP folder, open it and scroll down, past the credits.
  15. So they're included in contracts too? Good lord, this DLC is getting better and better. These special scatters are rarer than normal, but not very rare. If you have a rover, you can rover around for a few kilometers, until you find a small rock out of place. These small rocks are solid, so you can test whether its a terrain scatter or not by touching or driving through it. Hope this helps.
  16. Hey, why isn't the bug tracker updated? I found a bug on starting 1.7.1 oh so now it gets updated i was going to be first other wise
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