BigD145
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Everything posted by BigD145
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[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
BigD145 replied to onkelsiebdruck's topic in KSP1 Mod Development
The legs are a different piece entirely. I think it's about the same size as the "5". Rotating is done with hotkeys. b and n, I think (same as KAS). If all you see is grab and attach with the 100/50/10/etc, then everything is working properly. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
You will need an antenna or dish that does not break while your ship accelerates within the atmosphere. If you put an antenna on it probably broke. -
You could use a custom tech tree but that would be too much hassle considering how many different mods people use in various combinations. I would still put the bulk of the complete package way down the tree and possibly even require a dedicated "farmer" (automated AI at the end of the tree?) to fiddle with all the dials that keep things working from day to day. Compressors and tanks are closed systems already. Those are easy. A functional greenhouse in space with biomass conversion IN SPACE is something else altogether.
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Methane is going to replace some of my lifter orange tank stuffs. The rest of the engines I have no clue what to do with. edit Methane is almost identical (deltaV, ISP, burn time) to Mainsail, just with lower costs. This is according to kerbalengineer and part for part replacement of a lifter with mainsail/orange.
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Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
Click through them and find out. Put some satellites up first. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
That sounds right. Kerbin is easy because it's well centered around the sun. Jool to Eeloo is a tad wonky if you want really precise numbers. I don't think we care about precision, just maximums with a little wiggle room. The bigger antennas top out around the same weight. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
This should help: http://wiki.kerbalspaceprogram.com/wiki/File:Orbits.svg Although someone decided to use an odd format... Super rough numbers not based on inclination or actual orbital positions relative to each other: 1)take the upper number or your target 2)add 13.6Gm for Kerbin 3)you can't communicate now because the sun is between Kerbin and your target That's just for things pointed at Kerbin. If you're making networks, you also need numbers between bodies not Kerbin. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
Two installs of KSP. Ship designs and sub-assemblies don't automatically work between saves anyway. -
I put 5 "safe" nuclear reactor/electric pairs up and now I think I have to go save my scientists, because they can't do anything except soak up radiation. Mistakes with nuclear power? No, sorry guys. Nothing wrong here. You just need to come home right away. Can you, or is it even worth it to, mix nuclear and electric sizes?