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t6jesse

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  1. Is there a way to force contracts to show up? The observatory doesn't seem to work without a contract, so I can't discover any bodies because no contracts for this are appearing. I've got Contract Configurator installed so I know they're possible because they're in the All section, they're just not showing in Available
  2. Has anyone else had a problem with ScanSat contracts not showing up ever? I had completely scanned Kerbin, the Mun and Minmus and never got a ScanSat contract.
  3. Is it Restock that adds in an intermediate deployable science container, the SEQ-6? I had it in my last modded game and it's awesome (carries 6 instruments, basically an upscale SEQ-3) and I was so sure it came with Restock or Restock+, but I did a new install with just Restock, Restock+ and Near Future Exploration and I can't find it, nor can I find it in the game files from my old game (but it still shows up in the old game) I think it's just a tweakscaled seq-6, so it might just be a MM patch
  4. I'd be thrilled with a periscope simply for looks, without an IVA functionality Also, it might be way off topic, but does anyone know how non-Russian spacecraft rendezvous and dock? The Igla and Kurs systems are fairly well-documented (still lots of mystery), but I have no idea how the Apollo LEM navigated to the CSM and docked (was it automatic, or all handflown, or mission control does all the calcs?), or the Shuttle or Dragon or Cygnus. The most I've found is that the ATV also used Kurs but just as a backup (to what?).
  5. @Beale I know you don't want a KIS dependency, but was there another geometric reason it couldn't be stored in a KIS container and attached via EVA? I don't know enough about modeling to tell by looking at it. It seems like it could surface attach, and just be in an Extras folder for those who want to. No pressure at all though, I know it's a lot of work for something a limited number of people would use. It took me a long time to get used to the finickiness of KIS
  6. Did these end up happening? Just curious. Or are the extensions part of KNES?
  7. Theres a really good Surveyor in Coatl Probes Plus. I recreated the Apollo 12 visit to Surveyor 3 with BDB and Coatl, and they look pretty good together. I don't know if @CobaltWolf was planning on doing it too (you might have other reasons to do or not to) Edit: I was originally gonna make my own Surveyor using the Dona(?) landing legs from BDB since they look just like the Surveyor's legs
  8. @josselin2196 where is that lander can from? The one in the last few screenshots
  9. At first I was just stoked that now I can actually play 1.8 (Restock is a necessity for me), but holy crap, the new little additions are awesome! I love the mini-Klaw (i actually did my first patch to get one like that, now i dont need it), i love the experiment return capsule (I've tested it a couple times, dumping it uncontrolled with just a chute & shield works and looks great everytime), and all the other little things like tiny probe fuel tanks, monoprop fuel cell, etc. really do it I am working through a bug with realplume, where I'm getting double plumes, or plumes on inactive engines. That might be because I have realplume & restock installed. I'm gonna remove realplume to try that first, just wanted to see if anyone else has seen that too Edit: I also love that the radial chutes come pre-offset into the capsule. I always did that before to make it look nicer, but now its automatic!
  10. @ZAJC3W It's up to date, I've been using it https://github.com/UmbraSpaceIndustries/MKS/wiki
  11. @Callistoan Here's the flight plan from the company that made that moon base design. It looks like they used multiple transfer stages to boost not only the lander, but also a Soyuz-based mothership into lunar orbit. So the Soyuz lander just has to reach the surface and get back to lunar orbit, not fly the trans-lunar/earth injection
  12. I actually used the Konstruction KIS patch as a template. I got it working! First rescaled part (mini Klaw) and first MM patch functioning just how I hoped! I wanted a Klaw that I could use with the DLC robotics as a building assistant, and set it to add 3 tons of lift capacity for my engineer
  13. @Brigadier I discovered ModuleKISPickup, which makes a part enhance how much a kerbal can move (it basically counts as kerbals standing nearby), so I made the Klaw adds some lift capacity and I'm gonna test it right now. First MM patch, here I go
  14. Anybody know of a mod that enhances the lifting capacity of kerbals? Right now if you want to move a part you need 1 kerbal per ton - is there a part mod that adds like a command pod or exosuit or something that increases that? Edit: nevermind, I discovered ModuleKISPickup
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