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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
I made a fugly gantry to move modules in place, complete with KAS winches and magnets, but forget the power generation to use the magnets. Ugh. Oh well. The first module I dropped for a polar base has solar panels so I may be able to salvage this mission. The three immortal Kerbals snuck on to the gantry mission, which is not what I wanted. I may drop another gantry anyway because I have no clue how to get in a satellite dish array without modding RemoteTech dishes to be packable with KAS and this mod. A tall tower will be difficult to get in place at the base. http://i41.tinypic.com/359jllv.jpg All of this is at Kerbin's north pole, so no RCS or low gravity to make things easy. Most of the pieces keep dropping about 3km from each other. It takes so long to drive. I may use Cupcake's drop ship for all this. It might be faster, at least for long hauls. Grr. Back to the drawing board. This gantry is bad. Really bad. Time for a redesign properly using the fidgety KAS building symmetry. Something U-shaped and bottom heavy with a gantry arm over top to pick stuff up. It will hug modules and kiss them on the top of the head. edit with feeling: I call her the Creepy Aunt. She weighs in at over 6 tons. There's plenty of clearance all around. Time for a field test to see if her power holds and a parachute drop. The center of mass is right between the middle wheels. I may use radial parachutes (14 according to a handy utility online) so they can be detached. I will likely make her a two seater. http://i44.tinypic.com/5fnjhd.jpg These parachutes are getting crazy. http://i43.tinypic.com/29ntjfd.jpg The square tubes are smaller than the round tubes. What happened? A lip or raised seam won't let a Kerbal walk and if you jump the game crashes. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
Mega and then Giga. Just add three zeroes from Km to Mm and three more from Mm to Gm. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
If Kerbin blocks all your satellites, then yes you will lose signal. A conversation between satellites requires that both parties talk to each other. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
If it's not working just put the dll in KSP's plugins folder. This is why I do manned assists for my first kerbosynchronous satellites. My rockets were going over the horizon before circularization and back down they would go. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
BigD145 replied to onkelsiebdruck's topic in KSP1 Mod Development
I did a space station habitat. It doesn't look bad. http://forum.kerbalspaceprogram.com/threads/52139-WIP-Bavarian-Aerospace-Tubes%21-%28update11-13-13%29?p=747351&viewfull=1#post747351 A bit claustrophobic. I see no reason why you should not include round and square tubes in this mod. It is probably a lot of work to track two versions of this mod, but maybe you could label the different part sets so people can use the Part Catalog mod to sort parts in VAB/SPH. http://forum.kerbalspaceprogram.com/threads/35018-0-21-PartCatalog-2-0-Big-overhaul-get-your-dynamic-subgroups-now! I plan on using the new stuff for RemoteTech Command stations. The first two will probably be polar outposts with big antenna arrays. It should showcase really well given the white backdrop. I made a new career game so I'm still working up to the required probe tech. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
It's just antenna's in obvious places. Everything else is behind the scenes and integrated into relevant parts. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
Always build in overlap and redundancy. Everything is referenced off other things so just put stuff in orbit and target it. That will give you an idea of range. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
BigD145 replied to onkelsiebdruck's topic in KSP1 Mod Development
You have filled not one condom but two. /clap You are past ready for full release. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
BigD145 replied to onkelsiebdruck's topic in KSP1 Mod Development
A Kerbal harness perhaps to haul, or at least just use a magnetic plate and tug rover for longer distances. Can you attach a mag plate to a kerbal and then activate it?! -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
BigD145 replied to onkelsiebdruck's topic in KSP1 Mod Development
I see up and down tubes and not just left and right. Why do you hate elevators?! I'm kidding. I was wondering why round tunnels didn't have it and now I'm happy squares do. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
BigD145 replied to onkelsiebdruck's topic in KSP1 Mod Development
No more round tubes? -
[WIP] Sunjumper's Science Solutions (Version 0.2!)
BigD145 replied to SunJumper's topic in KSP1 Mod Development
Science is ridiculously easy to get right now, so consider that when you're balancing each experiment. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
It doesn't seem to do anything. Just tried it. I may have put it in the wrong place but you never said where it should go in the part.cfg. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
You could duplicate the part and change the name. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
BigD145 replied to onkelsiebdruck's topic in KSP1 Mod Development
YAY. Making that easier to identify goes a long way to playing this right out of the box. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
BigD145 replied to onkelsiebdruck's topic in KSP1 Mod Development
It's perfectly usable right now. Some quirks with how KAS works. -
SPACE STATIONS! Post your pictures here
BigD145 replied to tsunam1's topic in KSP1 The Spacecraft Exchange
I think the question is how many times have you nudged it into Minmus from docking things? -
A dropship for the working man (or woman)...
BigD145 replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
The flex would probably negate any additional lift capacity. The outer Bulldogs would be pointing their engines outward at 30-45 degrees. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
Already exists some pages back. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
Are you using an old install of KSP and then just installed .22 KSP over top? You may have a mod or plugin hiding somewhere. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
Compare the cfg files in both mods. You should be able to tease out what is different and similar between them. -
Cupcake's Dropship Dealership...
BigD145 replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Nicely done, Cupcake. I love the aesthetics of your designs as well as the use of part clipping. -
Yeah, subassemblies are dumb. Have you made a mod to remove the tab completely? You probably should if subassemblies are so senseless.
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[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
BigD145 replied to onkelsiebdruck's topic in KSP1 Mod Development
I did not know that was how those docking bits actually worked until this video.