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1of6Billion

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Everything posted by 1of6Billion

  1. Could someone write a plug in or ModuleManager file(?) to set the type of fuel and or the amount when in VAB? What I mean is when you have a tank that normally holds 110 fuel and 90 oxidiser (or was it the other way around?), that you could change that in the VAB to 200 fuel. Or 200 Monopropellant or 200 Karbonite or whatever. Can this be done?
  2. Since I lack the skills to make this, I will request it here. The past few days, I managed to fly a (SP+) SSTO Spaceplane to Laythe and back for the first time ever. This got me thinking. If I could 'build' a lab in the cargobay, I could cruise the whole solar system and rake in a lot of science point, with just one plane (and some refuelling stations). So, could anyone be bothered to make a lab module that fits inside the SP+/Stock cargobay (and make my day)?
  3. Nope However after restarting the game, the engines have switched to ClosedCycle...
  4. There are quite some intakes. However, at the first try to lift off, the engines switched to ClosedCycle at an altitude I can't remember..
  5. There he is, flying 591km's over Laythe. He beat the airbreathing mode into submission. They're still breathing air. At thát altitude I would so expoit the heck out of this, if it where the start of my game
  6. As we are making lists: Would you please consider a Lab?
  7. Sooo.... My money was on release yesterday. Too bad it didn't happen.
  8. How does one plot an interstellar course? Do you aim in the right direction (where you suspect your target will be when you get there) and fire them engines. Or are we talking about a glorified Hohman transfer?
  9. I always thought it would be awesome when a marooned Kerbal would build a shelter, light a campfire (on Kerbin) and grow a beard waiting for rescue. So, now you can imagine how I feel about your mod AWESOME!
  10. Didn't someone write a .craft importer plugin for some 3d program? I posted in that thread but it's gone from 'my activities'...
  11. @Nertea: Those hatches you showed on the previous page. Would you consider making a few windows as well? And release them as (KAS-able) parts? This opens the door (haha) to creating habitats/workshops out of empty fuel tanks.
  12. My bet is, the secret feature will be a new easter egg. A train wreck somewhere on the South pole of Eeloo or something.
  13. A few version back, I built an Astronaut Retirement Home next to the VAB. Any one returning from spaAace could enter and sit there *forever*
  14. OK. I'll consider that save FUBAR. I'll run trough the steps Josh provided though, and post them here to see if there is any chance off repair. Log with Mod statistics deleted and MKS redownloaded: https://www.dropbox.com/s/vvxtp89mp0yawh7/output_log2.txt?dl=0 No effect DMagic reïnstalled. No effect. Log: https://www.dropbox.com/s/zu0bl5hblrrgpra/output_log3.txt?dl=0
  15. Version: 0.24.2, 32 bit System: Windows 8.1 (64 bit) Installed mods: Issue: When I start my game, I can not get past the Space Center view. High lighting of the buildings works. I can not enter VAB, Tracking station, Launch pad, SPH or Run way. I CAN enter Astronaut complex, and Mission Control, but not exit them. Hitting Escape give a menu but that's unresponsive. output_log.txt: https://www.dropbox.com/s/yjgmeb5snggibsq/output_log.txt?dl=0 Reproducibility: Starting a new game in the same install removes the problem. Please HALP
  16. Build permanently manned bases on other bodies. No more need for return missions.
  17. Can science be gained from it? Or is it only eye candy? Looks nice though
  18. Landing a manned outpost on Eve to notice when a Kerbal exits you forgot a ladder. - - - Updated - - - Repeat the exact same thing on Laythe.. I sent a KAS-box full of ladders to fix that
  19. Combining a few contracts into a single mission (explore Bop, Pol and Vall) works very well too
  20. To be honest, I don't have experience with blender or 3D printing. What sort of work would that mean?
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