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NovaSilisko

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Everything posted by NovaSilisko

  1. Might be better just to depart from reality a little and have fewer, but larger, magazines. Small, heavy objects hate existing.
  2. Actually my copy hasn't been updated in a while, gimme a bit and I'll check again.
  3. I'm looking at minmus' data file right here, all I see is the one monolith we already know about.
  4. It's not so much that as having said dense loads dangling off the side of something that's very lightweight. Try increasing the engine mass to something like 30, see if that does anything? Last I checked it only weighed 2 units. Also, you replied to my post twice Anyway, the collision mesh issue - you can use as many colliders as you want. Just model a bunch of different chunks of the whole and put them all together.
  5. So! Inspiration struck me and I cranked out this thing over a period of about two hours or so. Going to be powered by this plugin. Three parts, the cabin (built-in docking doors and payload bay, crew of 4 or 6 kerbs), bomb canister (built in docking port, 2.5m diameter), and orion engine (6 built-in docking ports to attach bomb canisters). The whole thing is 9m diameter. The payload bay has more than enough room for a big lander, or huge amounts of cargo. I'm trying to think of how you could possibly land it to put in more cargo, since flying into an atmosphere retrograde with an orion engine means having your nukes blasted by air resistance back into the rear of your spacecraft, where they then detonate and kill everyone (though this isn't simulated by the mod ) Could just be a space-only craft, though. Anyway, here's a render of the whole mess: Here it is in normal form: Still need to model the rocket engines for non-nuclear travel, as well as built-in beefy RCS for the cabin to help control the ship. And no, this is not for the stock game.
  6. That might be a problem with the port/asteroid. The transforms might be rotated 180 from what they should be, but they're both rotated so it still works, but will mess up mechjeb.
  7. In the texture file, not visible on the model. That was the last easter egg to be found, I think.
  8. There are more on that list than actually are in the game. Some are just bugs (like the floating rocks, pointy pole on ike and polar pit on moho) Someday I want to make a small (10m wide), solid cloud on Jool, to allow for legitimate landings. Perhaps it could float around the planet too.
  9. Well, if someone can give me a list of all known easter eggs, I can tell you if that's all of them.
  10. OFFICIAL SAFETY DOCUMENT REVIEW FOR: SILISKO INDUSTRIES [The document contains nothing but stick figure doodles and several stylized 'S' characters] GRADE: F
  11. I always just call it the sun, but I've heard Kerbol so many times by now it doesn't bother me anymore.
  12. Due to its huge mass, the physics engine sorta breaks and it jitters and walks along the surface on its own accord.
  13. I think I'm gonna make a thread in General in the near future called Recycling Roche, where you can just do what you want with it after it's in Kerbin orbit - build a space station, send it back to eve, send it into the sun...
  14. I was about to come in and punch you in the jaw until I read the actual thread content
  15. To metaphor and (almost)nhnifong: That's very odd. What's your debris limit at? Also, you can try the alternate sfs file at the bottom of the first post.
  16. Shrouds aren't "Generated". They're part of the model. We're going to have shrouds that stretch to fit the diameter of the part below them but that's a very low priority thing as has been said, and will be worked on at some point in the future, when we're more in the polishing phase as opposed to the deeper development phase.
  17. Stiiilll working on that. The ship I've developed has enough Delta-V, but it requires refueling trips in both Kerbin and Eve's SoI. Definitely doable, but time consuming. It also serves as the launch vehicle. The four outer engine drop away mid-flight, leaving just the center engine and four drop tanks. Once it arrives at Roche (after refueling in Kerbin orbit), it'll be docked and go into standby while waiting for the next launch window. At that time, more fuel tankers will be sent - enough to give it the delta-v to return to Kerbin and enter into a highly elliptical orbit. From there, it's just a matter of rendezvousing multiples times and slowly but steadily braking it into a circular orbit. Lunar slingshots could speed up the process, too. I'll post progress updates as it goes along. By the way, this was the test vehicle I used to get it into solar orbit: I think it could have made it to Kerbin's SoI had I lowered the periapsis before departure, to take advantage of the Oberth Effect better. But, the amount of rocket required to get it that distance actually isn't too much compared to some of the crazy things I've seen.
  18. All right, hopefully fixed it. New version uploaded with the material changes: https://dl.dropboxusercontent.com/u/575558/RendezvousWithRoche-update1.zip Delete the RendezvousWithRoche folder from gamedata before you install this if you got the original version, it might screw things up otherwise. Edit: Alikor, looks like your post was unapproved until just now. Your problem should hopefully be fixed by this latest update.
  19. Apparently there's a problem with the materials on linux, working to fix it now.
  20. Try going to the scenario menu, selecting RWR and hitting Restart? Something might have goofed.
  21. Did you load the scenario or just start a new game?
  22. Easier said than done, but when we do have asteroids you'll be able to push them around, so consider this mission practice for the inevitable
  23. Did you perhaps use hyperedit to get there? That sounds suspiciously like the weird frameshift issues that occur when you edit your orbit.
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