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fulgur

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Everything posted by fulgur

  1. They're definitely photosynthetic. Which explains their absence of need for snacks, and why they try so hard to advance their solar power. Because if nature's doing it, it must be the right way, no? I also think they are actually highly evolved plants which have converged on not only mimicking most of animals abilities but the bipedal shape. I believe they replicate by creating and planting seeds, which is why they need worlds with OK gravity. And also explains why they can survive falls just under terminal velocity without horrific injury - plant stem cell differentiation carries on until you are adult. I, too, have thought about this far too much.
  2. Got the Rald planet pack thing (I have it orbiting Kerbin in keosynchronous orbit) and I mapped it with ScanSat. it's now ready for PUBLIC consumption... Because all the anomalies coded in are actually microbiomes like the KSC. Also I did cover up one volcano, which may or may not be labelled 'just a volcano, promise'. Now I can design a Rald plane. And land it with the help of 'chutes and the Ancient Airport anomaly.
  3. Is the Rald planet pack still being maintained? I looked at it in eddiew's logs and it seemed really interesting, couldn't find anything apart from an old thread. Thanks in advance.

    1. Show previous comments  3 more
    2. KerikBalm

      KerikBalm

      -ooops just checked now, it updated today

    3. fulgur

      fulgur

      Sorry to keep bothering you, but do the other bodies in MIP also work? I'd like a couple more bodies in my system, and thought I'd use that if it is still maintained.

    4. KerikBalm

      KerikBalm

      Yea, but they are small moon to asteroid sized worlds, so no need for scatterer updates.

      I updated rald for scatterer today.

      Im having a problem adding surface features to Rald. It super easy to add them to stock bodies, but it doesn't seem to work for ones made by kopernicus, so that will take some time to get in order (i hope it will be do-able)

  4. So for a Mun lander you want to have enough thrust to get on to the ground, enough dV to get to the Mun, and enough to get back again. Assuming that you haven't done much docking, I would suggest using a Terrier engine. The high ISP means you don't have to carry much fuel, which means you won't tip over as much. Attaching side boosters will give you enough fuel to get there. I had a go at creating a simple design which should be easy to fly and has lots of margin. The transfer stage alone has enough dV to do a Duna ejection and circularisation burn.
  5. The Docking Port Alignment Indicatior is useful, there is a Navball DPAI which I find much easier to steer by. It has a nice red marker on the navball, and all you have to do is line it up with the target marker and the prograde marker, and you can let it drift. https://spacedock.info/mod/1098/Navball Docking Alignment Indicator CE-2
  6. Also, you can use [V] to change the camera position, so the kerbal EVAs in a different direction relative to the surface. I find this helps sometimes.
  7. I just find that Infernal Robotics crashed three times within about half an hour of me downloading it. The DLC should be less buggy.
  8. Generally, at some point mods either become "I use some parts on every other ship I make" (i.e. KIS or USI-LS) or they become "Meh, maybe I'll put this cool feature in one in ten ships" (ie Alcubierre drive). At that point I delete the latter. And there's also the "Personally I think these are cheaty" mods such as airships with electric propellors. I collected ALL the Duna science in one career this way. It made the game boring, so I deleted it. I only keep mods which make me enjoy the game more.
  9. I tried Infernal Robotics for a little bit. My ships always came apart at high warp. And it gave me the kraken with the black navball several times. So, I would prefer stock (if not vanilla) robotics.
  10. What sort of crazy designs will Triop build with the robot parts? Find out in 23 days!
  11. I think those would be servos or hydraulics @Foxster
  12. I cancelled my Duna mission because of the DLC with the surface experiments coming up. I went and built a recovery boat for my attempts to land on the airfield. I'm rubbish at landing unless descending in more-or-less the right direction already. It was quite hard to get in the water, it kept on flipping when I detached the rover undercarriage.
  13. I hope it is integrated with KIS. I use KIS for all my rovers. I really don't want two inventories per kerbal etc.
  14. Is... is it April 1? No. Are you sure? Yes. (Gunnerkrigg Court, webcomic.)
  15. The Sonic Weasel, one of my favourite aircraft. Great handling (at low speeds) and great speed (as long as you are literally one degree above the horizon). Now with great takeoff too, courtesy of the JV-6 Vito VTOL jet! Not pictured:
  16. Isn't that an Isaac Asimov quote? https://en.wikipedia.org/wiki/The_Last_Question
  17. Continued my Duna mission with a mishap... What will they do? I can't actually remember if the SSTO has enough dV for Minmus capture. Or indeed enough NOMS.
  18. Started a duna mission, decided to make a Duna ore Bust style mission report for the fun of it. The mods are K&K planetary base system, USI-LS, StockalikeStationParts Expansion, and Cryogenic Engines Any ideas for what I should add to the side ports? It has to be small, I've only got a TWR of 0.15 even with this Cryogenic Engine.
  19. Acronyms! Acronyms! The travelling circus had great acronyms! (I think it had something called BATHMAT). <reputation>
  20. This is great! All the torture and the hydrazine beer definitely reminds me of the wonderful OPTC.
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