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OrdinaryKerman

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Everything posted by OrdinaryKerman

  1. So far I've only reached Lv.1, but they've always had 4 radial HabTech CBMs for future expansion. I just don't know what to put there
  2. "Villains come from children who are forced to be Scouts" - unknown, scribbled on the back of a school bathroom door
  3. i think i should do the road system first, i've given it a name: the Kerbal Road and Highway System, aka Kerstraßensys
  4. Hands down the best looking bridge I've seen in Kerbal Konstructs. I recognize the Kerbinside, KSR, OKC parts, did you make the signs and curved pieces?
  5. New Glenn Core Stage + EUS + IUS with 4 Castor 1200s
  6. Yes. If you don't want the other KSR bases, delete everything in KerbinSideRemastered/Statics/ExampleBases except the KSCUpgrades folder and the KK_GroupCenter_Kerbin_KSCUpgrades.cfg file
  7. ^this, though the confusion is understandable as KSP1 's bottom left corner maneuver node editor looks pretty similar
  8. I know this is a joke, but we can still hear them over the radio
  9. 1. Nice build! 2. 4 locos for a passenger train? I need to read more, that seems crazy to me
  10. Got LEGO Studio 2.0 (and thus its path tracing renderer ripped from Blender 2.6 Cycles), and tried to make something based on a little build my brother disassembled last week c
  11. I think i posted an idea once for more detailed kerbal injuries, never thought of having them scream though... Don't they already panic when the craft undergoes dramatic LOC?
  12. Doesn't OSSNTR already have that? Ohh... right, a more complete one. What kinds of roads? maybe i can try imagining a system KERBAS KONSTRUCTION ROAD SYSTEM Nominal lengths in multiples of 20 meters (20, 40, 60, 80, 100, 200, 400, 800, 1200 m), +2.5 m slack each end Widths of 2.5m per between line centers Types: single lane dirt, single lane paved, 2-lane paved, 4-lane paved, splits (left/right forks, T, Y, 4-way), bends 15/30/45°, culvert variants Accessories: Transmission poles, crash barriers, sidewalks, raised grass planters, etc Is this what you mean?
  13. PopsicSAT-KELOO1 Also an alphanumeric Mission Identifier Code (MIC, format: CBORMx) CB is celestial body, OR is orbit type, M is equipped mission, x is sequential number. The same craft can have multiple MICs if it has multiple targets. An exception to that can be made for missions that have multiple prime targets in a planetary system (e. g. Jool 5 craft), those can be assigned just the code for a parent body with a Multi-target OR CB Moho Eve Gilly Kerbin Mun Minmus Duna Ike Dres Jool Laythe Vall Tylo Bop Pol Eeloo Kerbol Asteroids Comets MO EV E1 KE K1 K2 DU D1 DR JO J1 J2 J3 J4 J5 EL KB AS CO OR Low Mid High Sync Geosync Polar low Polar mid Polar high Sun-sync* Flyby Lander Retro low Retro mid Retro high Molniya Escape** Multi-target LO MO HO SO GS PL PM PH SS FL LN RL RM RH ML ST MT (*not applicable to stock physics I think) (**or interstellar if relevant mods present) M Generic science Observ.(vis, multispec) Terrain map (RADAR, LIDAR) Comm Spy Mining Resource map Weather SIGINT Ocean Srf explor. S O T C S* M R W C* A E (*Spy and SIGINT missions use the same number series as their regular counterparts Observation and Communication respectively)
  14. should I add vehicles to make bases less 'lifeless' Also I've finally imported the control tower into .mu and made the config, but I haven't actually placed it in game
  15. I have not been summoned, but maybe @kspbutitscursed can return
  16. From the Really, Really Tall Building thread
  17. You have RemoteTech, maybe that has something to do with it?
  18. What are the nuclear bombs for? and @SunlitZelkova i'm interested
  19. something random for don't click this
  20. I don't think you can eliminate shadow cascading (that's part of the render engine), but you can adjust the cascade resolution and distance between steps in Scatterer settings (Space Center menu screen)
  21. Granted. It flies, half-orbits perfectly, and just as it's finishing reentry BOOM. I wish I can bring myself to actually study for my physics exam next week
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