Jump to content

colmo

Members
  • Posts

    1,161
  • Joined

  • Last visited

Everything posted by colmo

  1. Helicopters are hard. Here's a few tips: - Don't use anything that generates lift or much drag apart from the rotors. They just make the craft behave strangely. - Perfectly align CoM with CoT, the centre of your fuel tanks (the TAC fuel balancer should help if you use multiple fuel tanks) and the winch. This prevents CoM from shifting with fuel use or lifting cargo. - The chopper should be able to lift off with about 1/3 throttle. If it needs more, it's underpowered. - MechJeb's SMART A.S.S. is helpful in preventing sudden loss of control. Especially useful while concentrating on winch work.
  2. Next stop: holllowed-out, post-mining operation asteroids.
  3. I just watched the killer asteroid video, and while the final impact rather lacked in the hypervelocity-impact-with-huge-devastation department, the fact that such a massive object (what was the mass of the one you used?) can now be touched without insta-killing vehicles and (possibly) Kerbals, opens up the asteroid space station angle. If you could incorporate such a base into the Re-usable series, well that would be just gravy.....
  4. Agreed, the resource stuff is just fluff. Get the main part out and leave that to later - if the licensing is going to be a problem, abandon it until official resources are implemented, just make generic resources slowly respawn until then.
  5. Welcome! I understand you're based in Mexico - within range of the Squad office? It'll be a major boon having someone with dev facetime.
  6. I've just reinstalled my system (now OpenSuse 12.3 with a better Nvidia card) and I've forgotten how I fixed the fonts issue, in this case for Steam. Please jog my memory!
  7. A new release means it's best for everyone to return to stock for a while, letting the modders sort out the broken bits. The new mod file structure should make things a LOT tidier.
  8. Ping! Ping! Ping! Sonar, I hope? Submarine navigation entirely via instruments and IVA could be a challenge in and of itself. The Lazer mod lends itself well to a periscope, btw.
  9. This. This is the craft you need. http://forum.kerbalspaceprogram.com/showthread.php/24734-Amphibious-VTOLSSTO-%28Image-heavy%29
  10. Loving the narrative. You've taken care of your Kerbals enough to record what they've done. How do you record the GIFs? For vessel recommendations, I'd consider: - a dual-cockpit (Mk1 + Mk2 cockpits) or Mk3 cockpit VTOSL transport (S for Short - you have Damned Robotics already, so might as well), handy for making those tricky landings. - A boat, because you seriously have a lot of water to navigate. Trickier to do if you want to avoid mods, but there are a few out there that really suit, like Tosh's pontoons and the propeller mod (I doubt you'll manage to get Infinitedice's aircraft carrier to Laythe!). Plus, electric props don't need refuelling. This also makes an electric Firespitter powered plane or helicopter tempting.
  11. BYOB (Build Your Own Bridge). Awesome, just what I imagined for Alskari's hollow parts and things like forthcoming biodomes. Will those behave as seats with proper IVA controls?
  12. I'm looking forward to using this for tweaking ASAS settings, because one size does not fit all.
  13. Magnificent. Blurs the line between genius and obsession. P.S. It's best to list the mods needed, not sure it's within the rules to redistribute them.
  14. Repost of ideas lost in old thread: - A shipyard variant for launching boats. - A single use version for erecting fixed-in-place buildings (launchpad is a foundation). - Roll-on-roll-off version for launching land vehicles and space planes.
  15. colmo

    Gravity (Movie)

    How long before the first KSP spoof of this trailer?
  16. There's a refuelling mod on Spaceport (thread was destroyed in the forum crash). Allows auto-refuelling on the launchpad and runway.
  17. I suggested a shipyard variant of the Extraplanetary Space Centre mod. skykooler lost his account so I presume he's getting that sorted out again.
  18. I'm thinking a controller and interfaces sub-forum might be the way to go. Might be worth asking the mods nicely, once the shake-up of the comms team is done.
  19. The ability to construct and launch craft from a self-contained facility. I'm really looking forward to this one, hope the author can be traced.
  20. This is why Linux on mobile (Ubuntu will soon be launching it on phones) will succeed where Win 8 fails; the UI is distinct from the OS. Anyone using Linux will know they can chop and change window managers to suit their needs, yet the heart of the system remains untouched.
  21. I'd imagine there's a few Warhammer 40k treadheads wanting to build Rhinos, Chimeras, Land Raiders and the like.
  22. Sounds great - much like MechJeb's Killrot, but simpler and on a part. Is it toggled by main SAS control or via an action key (which is likely better, and allows both ACU and ASAS on the same plane, useful for space-planes)?
  23. Looking forward to the SRB maker. For engines, instead of scaling them up, use dynamic clusters - custom configurations of existing engines in combination. Advantage over doing it manually is to keep part count down.
  24. I hope the Aviation lights pack sticks to them - ideal for night-landings!
  25. Looks really good. I tried this mod and there were no portraits, so no way to go to IVA (that I know of)? Is there any way to make the car slide instead of tip at high speeds?
×
×
  • Create New...