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forsaken1111

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Everything posted by forsaken1111

  1. I have not seen anything like this before. Is there a mod out there which keeps statistics on each launch you do? (Statistics like how much the rocket cost you, what happened during the mission, how much was returned, science gained, etc)?
  2. Just wanted to say this is looking good Roverdude. If you need some testing, let me know.
  3. No problem. The idea behind this mod is very good and I think it will be very useful with some polish.
  4. It would probably be pretty simple to do actually. If I can figure out how to do it I may give it a shot.
  5. Ohh, now I want a liquid resource called Kraken's Blood which can only be mined from the dead kraken anomaly and powers a silly overpowered engine.
  6. As you say, Probably hooking in would be easier if possible I know that Kerbal Construction Time (http://forum.kerbalspaceprogram.com/threads/69310-WIP-0-23-5-Kerbal-Construction-Time-PreRelease-5-%284-30-14%29) will allow stagerecovery to do the recovery work if it is detected and will then run its own function afterwards to determine which parts are recovered intact.
  7. Karbon Karbon-X Karbonium Karbite If you're not married to the "Kar-" theme: Thausite Auradium Acoustium Cadmite Denatured Viridogen Eusite Exotic Paranium Rhodus Graviril Low-density Heliocite Negative Orichagen Opaque Rubideomite Quasimite Radioactive Celestin Phaganium Terrogen Thermus Transparent Vanadonite Unstable Retrine Zymonite
  8. It does answer my question, but imagine if resource recovery handled recovery of dropped stages. You could put your antimatter into a tank and drop it into kerbin with parachutes and have it recovered for re-use on the ground without landing your antimatter harvester.
  9. IIRC Ships do have a very small amount of heat radiation even without a radiator. Also if you have some certain B9 cargo bays installed, the doors act as radiators.
  10. You say this but have you actually tried it? My experience is that KSP's physics start bugging out when you get to very large* distances and orbits. Try putting something in a 9.46 x 10^12km orbit around the sun and see what happens. (That is 9,460,000,000,000km btw, that is one lightyear, and 1/4 the distance to our nearest star) And as far as I know currently everything must orbit SOMETHING in the KSP engine. I don't think you can have celestial bodies with their own systems not orbiting each other. This is why the StarSystems mod tosses a 'black hole' in the middle and makes the stars orbit that. *Very large here being VERY VERY large.
  11. http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-%28KAS%29-0-4-7-Pipes-as-fuel-lines-and-even-fewer-explosions%21?p=1355450&viewfull=1#post1355450
  12. It's an interesting mod but all he really did was make kerbin's sun orbit another bigger sun. He extended the planetary system. The distances involved are not really on the scale you'd expect for interstellar travel, even with KSP's 1/8 scale.
  13. No worried. I'm glad you're willing to learn at least. The easiest way to closely match the LAN is to do your inclination change at the ascending/descending node where your orbit intersects the target orbit.
  14. At the risk of sounding harsh, orbital mechanics are a huge part of this game. If you are not willing to learn how they work, just don't accept those contracts.
  15. As I understand it, previously the MKS resources showed up as kethane style deposits on the kethane grid overlay. Now they use the ORS style deposits and system. The user-facing effect of this is that you won't see the resources on the kethane overlay, and that they now use concentration gradients rather than discrete deposits so that you can pretty much mine anything anywhere and get SOMETHING though the extraction rate might be abysmally low whereas kethane is a binary system. There either is or is not a deposit to mine.
  16. I think we need an actual interstellar destination before we start thinking about how to get there.
  17. Would be a decent use for the normally useless liquid helium coolant eh?
  18. Does this mod recover resources from dropped stages recovered in mods like StageRecovery? http://www.curse.com/ksp-mods/kerbal/223119-stagerecovery If not, is that possible?
  19. Between this, OKS/MKS and DangIt! I could think up some amazing missions. "Your Duna colony's air scrubbers have developed a fault which cannot be corrected with on-site resources. Off the record: Apparently the filtration paper is just DELICIOUS to space hamsters. We need you to fly in a load of spare parts along with mission specialist Gander Kerman, expert rat catcher! Mission Control has advised that pets should not be allowed on future missions."
  20. We appreciate his efforts! I'm waiting on the new update as this is one of the few mods I use in KSP.
  21. After talking about ejecting fuel wedges now I'm imagining a rocket composed entirely of US modules and ejecting each fuel wedge as it empties. Probably do one level at a time to keep the weight even.
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