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The Dressian Exploder

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Everything posted by The Dressian Exploder

  1. If it's at all possible to launch a craft without any techs then it might be possible without cheating. You do get a very small amount of science for recovering a craft that's flown somewhere.
  2. I believe those are from the Kerbal Foundries mod.
  3. Yes it does. The Tantares soyuz docking port will even dock with the BDB version!
  4. If you ever consider making one of the Hermes designs, might I suggest following the form-factor of the old but top-notch A.P.U.S mod? I think the size and shape would work pretty well for Hermes.
  5. Are you potentially thinking of ProbesPlus? I don't know the mod well myself, so it might be something else but it's probably worth looking at.
  6. There's nothing specific that Kerbal Atomics does to other nuclear engines so it should be fine -note though, that while Kerbal Atomics' engines run on LH2 from CryoTanks, MK3 Expansion's will use LiquidFuel like the vanilla Nerv.
  7. Seconding that. I've never seen a KSP mod that actually adds a custom suit model but if it happens it would be cool as hell.
  8. My guess, given what we've seen, is potentially some of the other studied Apollo configurations -Direct Ascent, or possibly EOR.
  9. This is more wishful thinking than anything else, but wouldn't it be funny if Beale was making NOVA for BDB and Cobalt was making UR-700 for Tantares...
  10. Probes Before Crew, a mod which rearranges the tech tree so that uncrewed vessels are usable before crewed ones.
  11. It reminds me a little of Dragon but i'd be very surprised if it was. My guess is some form of lifting body concept, maybe one of the earlier Shuttle designs...
  12. Looks to me like it's mostly parts from Near Future Exploration. I don't know if it's a replica of a historical satellite though
  13. I think editor clutter is something to consider here -a giant 5m battery isn't going to be needed during the point in a run where your largest tanks are 1.5m. And still, there are technical challenges with building a battery that big. As far as I'm aware all the LFO tanks have similar fuel densities, and it takes several techs to reach the bigger sizes, so surely larger batteries would have their own technological challenges too?
  14. I think the last thing we need is more speculation on what the new stuff the BDB team is cooking is, but another possibility I havent seen mentioned might be the Integrated Program Plan. I'd definitely be super interested in seeing where they take it, especially with stuff like the early shuttle designs.
  15. If you don't have Rational Resources Parts as well as the actual plugin, that might be a good place to look. SpaceDust should also allow for harvesting of resources in space. Heat Control is pretty much a necessity for FFT, as you've identified. That should pretty much have you covered.
  16. If the attention of the BDB team ever turns to sounding rockets, I wonder if they'd consider having a go at making rockoons; they were one of the more interesting parts of early spaceflight.
  17. Has anyone else had a bug where starting tech parts are impossible to unlock because the entry costs can't be paid (either through a faulty button or it showing up in Science mode) On an unrelated note, how did you manage the conversion of a YongeTech tech tree to a stock tech tree? I'd be interested in making some configs for this tree using ksp-techtree-edit.
  18. This looks really nice, definitely gonna have to give it a try! Have you considered CNAR or Knes compatibilty at all? I think it'd fill out the lineup of historical rockets nicely. Another thing that might be worth doing, if it isn't already the case, is mapping all the techs in the tree to stock techs (i.e using the same name as them in configs) so every mod has at least some level of compatiblity. You might also want to consider testing with AlphaMensae's Modular Launch Pads, which adds its own tech nodes.
  19. Do the 'aerodynamic crew tubes' have any crew capacity, or are they just structural like those in SSPXr?
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