Babalas
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Everything posted by Babalas
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Just noticed the airlocks are size4 versus regular docking ports being size1. Is this deliberate since it appears they would fit together fine?
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Note to self. Explosive decouplers can cause issues. Still, the home only suffered damage to a single solar panel. The damaged main generator however is going to cause issues during the very long night.
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Hope they have a good long book to read!
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Can you do a day shot?
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The trick I use is to build my plane, find the CoM, and then attach the fuel tanks radially as the last step. Keeps things shifting around too much. I can then attach a downward facing engine that I point a few degrees forward to brake and perform a short landing and take off. This craft (the Ugly Bushwhacker) did a global tour to all the sites. Built in kethane refueling and capable of travelling 1.3km/s Though now days the B9 VTOL engines makes designing something like this far simpler.
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You win.. I'm out. Can't beat that!
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Babalas replied to Majiir's topic in KSP1 Mod Releases
The other option I can think of for showing multiple resources is to have a bunch of checkboxes in the UI. The cell then displays whether all those checked resources are available or not. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Babalas replied to JDP's topic in KSP1 Mod Releases
A hint for typing in numbers in the flight computer. If you have action groups set or KAS use the numpad otherwise you'll have all manner of weird things going on. Suspect this is a linux version bug however since I've also set off staging when renaming vessels to something containing a space. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Babalas replied to Majiir's topic in KSP1 Mod Releases
Loving the overlay and 7.2 patches things nicely. Cheers. Have some ideas for how you can represent multiple resources per cell. 1. Animate a colour transition for each resource. 2. Have a blended resource option that does a flat UV interpolation between the colours. The ugly option 3. Could probably use a toon shading effect on the edges and colour based on resource. Limits you to 6 resources 4. Speckle the cell colour based on resource ratios. -
Haha aww but he's just a friendly green giant!
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My interplanetary ship with lander Kerbal taxi service VTOL Kerbal local transport
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With inspiration from bac9 and Sapphire I now have a faster way of collecting kerbals who miss their reentry window.
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Hahaha that was a good laugh!!!
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My test mission for my new Jool class explorer ship. This was just a quick test flight to Minmus and back to test the range and lander capabilities. Mainly to test I could get the lander back into the cargo bay! Its a tight fit.
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Remember reading a forum ages back where some guy did all his missions using only kethane fuel he harvested. I.e. he edited all his tanks to contain zero fuel and had to fill them up manually before launch. He did get very frustrated when a launch failed though.
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Yeah I've noticed with ASAS the nose tends to dip. Same thing happens with using remote tech. When I turn it off I can point fine. I remember reading somewhere on this forum that it was something to do with the size of the craft. Could also be having a CoL too far behind the CoM. The air RCS controls are great for giving a bit more control.
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Here is my little training craft I used to play around with the SABRE engines. Its basically, avionics, cockpit, LFO tank, tail and has 2 100 LF side tanks (from firespitter) mounted on the side. Just below the fuel tanks are the smaller air intakes from the B9 pack. This thing takes off easily, climbs fast, and has plenty of fuel even after landing at the port.
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Those engines are nice, but I always have the problem that by the time I'm done fiddling with power, batteries, and placing such large engines (radius wise) I may as well just plop a Nerva down. Least that way the dark side of planets doesn't become a scary place to be.
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Thats actually quite amusing. If you go IVA then you're on your back looking up when the pod is facing forward using the mk1cockpit. I can't see anything in the cfg that defines orientation so I'm guessing it is implicit to the model. Did find a work around. Start with a probe body, attach the freelancer pod to that, and source a kerbal from elsewhere. That gives me a navball facing in the correct direction and the balloon pitch controls work properly