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TheCardinal

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Everything posted by TheCardinal

  1. I've built different craft but there was another "old" craft in the savefile (which didn't have the exploded view problem). I will start the game from scratch.
  2. I have patch 1.3.1 installed but the 'exploded' view still occurs.
  3. Currently when creating a craft it takes almost 1 kerbal day for every ton of dry mass which is quite slow i.m.o. Is it possible to reduce that time somehow? I would like to have it five times faster so the creation of a 4 ton rover only takes 1 day instead of 5 days. I have tried the solution provided by hab136 but it didn't make any difference although i have modulemanager installed. Cheers.
  4. I like it and i love to incorporate it into setting up a permanent base/city on Minmus. I do have some questions about it though. I'm assuming everything needs to be connected to each other in order to work (f.e. garden connected to appartments). Is that true or can the parts be spread out and is proximity enough to sustain the occupants? If they do need to be connected can that be done with KAS? Since i'm already using a boatload of other mods i'm rather hesitant with adding yet another mod.
  5. Like Blondai, i also would like to see some of my designs in 3D. The question remains: Is there a way a user can get a 3D print of a design (f.e. through the sfs file)?
  6. At first sight, it does seem somewhat on the heavy side. When taking the difference in density between Kerbal and Earth into account as well as the fact that Kerbals are about half the height of humans (and presumably length and width as well) one would expect a weight of around 125 kilos per Kerbal. But the size of the Kerbal head is very large in comparison to the height of a Kerbal. So 180 kilos could well be an accurate weight for a Kerbal.
  7. A nice addition would be the radarsaucer especialy with a skin like in http://www.gizmocrazed.com/wp-content/uploads/2010/08/260.jpg. A super-de-luxe addition would be if the radarsaucer would rotate like in real life.
  8. I can remember a mod in the past which had a part with rcs ports in the X, Y and Z plane but I can't remember the name of that mod. Every time i'm building a spacestation the number of parts soars up. Every stationmodule needs 8 RCS thrusters for manoeuvering. An RCS ring could replace 4 thrusters and would reduce the number of parts considerably. Hence the required rcs ring. Does a mod exist with such a ring or could someone create such a ring (preferably 2.5 m)?
  9. A suggestion you might try: Save the ship, go to the VAB and load the ship there. Then try to weld it. Several of my weldings have rotated parts when i weld a ship in the SPH but not when i weld it in the VAB. Please let me know if that helps.
  10. Odd that noone has posted a remark here, good or bad. Well, i liked it and it IS a good parodie on Event Horizon.
  11. It was a modpart. I did some searching. It appears the original thread still exists. http://forum.kerbalspaceprogram.com/threads/9270-0-17-Multiversal-Mechatronics-Munolith-Research-Division-1-3 That part made finding an anomaly realy fun. A video showing it in action is here:
  12. I hope the modder will return soon as the design is lovely. Unfortunately there hasn't been any activity lately by MJY or NewGeneration.
  13. Do you remember the old radar antenna by which a user could find the easter-eggs? That is the part which i miss the most.
  14. I'm impressed! A very nice mod. Perhaps it would be usefull to add comment nodes which can be used to identify and clarify specific parts of a program (or are they already available to the user?).
  15. I haven't played KSP for some time now (since 0.23.5). It's nice to see that the WEKA spacecraft still is available for everyone. Thanks for maintaining it! I've been using it ever since Lunniye presented it for the first time and it still is my preferred "shuttle". I'm still using the original files with my own modifications in the textures and the config files. Some screenshots (hope you don't mind, Camelotking524):
  16. This is something i've wanted for a long, long time, only .... I can't get it to appear in KSP 0.25. It drives me nuts. I've tried it with several mods, then in a bare KSP. Has anybody had the same and found the cause? (because i seem to be unable to spot the problem)
  17. What a magnificent design! It could have been one of the craft in the TV series The Thunderbirds.
  18. Errrrrr ... inspiration??? The designs already look perfect to me but i guess it's the plugin which requires a lot of work.
  19. A massive base on the Mun or Minmus, complete with vehicles, mining equipment, research stations etc. etc. etc.
  20. A feature which also should be added is an option to save/load all the settings (which parts from which mods have been activated). This can help to determine mod clashes much easier than currently. This is probably not so hard to do.
  21. I have the same problem. My workaround is to create the part and then terminate KSP hard (through windows taskmanager f.e.). When restarting KSP all the craft are still there and the parts is available. Not a pretty solution but it works.
  22. Same here. Tyson has a nice voice but he lacks the drama (for lack of a better word) which Sagan was able to put into his words.
  23. That would even be better than i suggested! This would allow a user to build up his/her own favourite part collection. Almost all mods have some parts which you always use and some which you never (will) use. This way you can keep those which you like, add more mods and stil keep the memory footprint as low as possible.
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