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urablahblah

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Everything posted by urablahblah

  1. In some respects, BO is trying to equate their reusable rocket to SpaceX's while saying they did reusability first. While this may fool laymen who know nothing about rockets or orbital dynamics (I.E. most of the news media), it doesn't hold water against SpaceX's success with their Grasshopper test rocket, which is essentially a Shepherd without a capsule. Basically, the argument against BO's claim to fame is this: If SpaceX wanted to go suborbital and land a grasshopper before BO did with the Shepherd, they could have. They didn't because they weren't looking to make money an edge-of-space thrill ride for the wealthy but from a workhorse rocket for space exploration.
  2. Of course, now that I spend all the time to realign the corridors and get rid of all the debris and other flights, it seems to be working fine. Just a tiny little bump when physics loads. I'll let you know if the problem crops up again. I'm still thinking it may have something to do with clipping into the ground.
  3. I'll work on it once I get home from work. Do I need to strip mods out before I send it to you? Obviously PBS will be needed on your end. It happens every time I reload the scene. I even went through and rebuilt the primary corridor then it went wonky again when I reloaded the scene. Would changing the root part to a part in the middle of the structure possibly help? Right now I believe it is the north most corridor section; pretty far from the main wonky corridor.
  4. I've been having a bit of an issue building a Minmus base with KIS. I haven't had any problems with the actual building part, but when I leave the scene and come back, my straight corridors (built using Planetary Base Systems) are jagged and misaligned but still connected. Now, I doubt this is a problem with KIS per se, but I'm wonder if anyone has any experience with parts not maintaining their orientation upon scene reload. My thought is that since all the parts are resting on the ground, they "jump up" on load and get frozen in the wrong position. Would elevating the base on landing struts possibly fix this issue? Also, is there a way to change the root part when building with KIS? Excuse my "Mark Whatney" approach to base building.
  5. Any possibility of getting this to track the outputs of the surface ore scanner? It would be epic to be able to be able to record lat/long and ore percent, export to CSV, then graph in excel or a GIS program to create a detailed ore map.
  6. There is also an option while in the VAB to disable the need for the part even when you're in career mode.
  7. So does this phenomenon extend to other formerly "physicsless" parts?
  8. Woh, slow your roll there buddy. It can take up to a few hours for someone to respond to a post. I suggest looking over in The Spacecraft Exchange and browsing for a bit. There are all sorts of cool cars, rovers, and pretty much anything else you can think of if you just dig a bit.
  9. I've created a series of flat landing pads using welded B9 parts. I thought I'd upload them for anyone who wants to use them. B9 is required; .cfgs are the only thing included. Four sizes included. From top: 3m across, 6m, 12m, and 24m! They also come in pearly white! They are tested with EPL 3.3. I have NOT tested them with the orbital construction update, but if the launchpad module is the same then they should be fine. >>Mediafire Download<<
  10. Can you post an album of your parts and a link to the spaceport download?
  11. This sounds to me like it is only supposed to show parts that have been unlocked.
  12. I used the unoffical module manager method of adding this to the tech tree, and now I have access to everything that can be added in the container parts. I have enough self-restraint not to cheat, but I was under the impressing that only unlocked parts appeared in the container edit menu. Any ideas of what might have gone wrong?
  13. You may be a no mods type, but the Research Overview mod does just what you're wanting. Check it out. http://forum.kerbalspaceprogram.com/threads/53952-Research-Development-Overview-*Permanent-Update-Thread
  14. I've looked and been unable to find a mod that gives real time location info for the new biomes. Does anyone know if this exists yet? Thanks in advance!
  15. I got around 1700 science from a single landing on the Mun. I had all my experiments action grouped and just spammed it as I was landing, then returned the goo and materials bay to Kerbin. Piece o' cake.
  16. Better yet, try pressing space when you have them looking one direction or another. They LEAP in that direction!
  17. I never noticed this until career mode before I had unlocked struts. It surprised me the first time I decoupled and the spent stage when speeding away. I had forgotten how cool it looked!
  18. There are quite a few KSP references in XKCD, both in the what-ifs and in the comics. I love the line though, "This is KSP on nightmare mode."
  19. And back to the beginning... No. You do not "lose" science for transmitting, it just ends up taking many many transmissions to gather all the science points. My favorite method is to transmit a few times, then return the experiment to get a significant portion of the remaining points. The system isn't perfect yet, but it is not completely broken.
  20. Does this only show science possible for places you have visited (or at least entered SOI of)? For some reason I only see Kerbin data, and I'm guessing that is because I haven't been anywhere else on this save yet.
  21. I was brainstorming a similar idea earlier this month. I was thinking more of a pylon system or something, where you add towers that can connect to other towers via "laserline" or something silly like that. However, I could not imagine a way to have a vehicle be guided along the track in a realistic manner that was inexpensive to the physics engine and allowed pylons to be outside the loading distance from one another. I think that the best way to keep part count low would be procedurally generated parts between nodes, such as stretchy tanks or PWings.
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