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nothke

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Everything posted by nothke

  1. Yes, I restarted KSP, and the realchute did not have the problem with increasing number.. Weird. Also on one mission (the go to space and EVA), I returned to Kerbin, landed, but there was no "mission successful" dialogue, I did all other objectives, only return to Kerbin was not done. I recovered the craft and didn't get any money for the done mission. Also, another bug. I jetisonned SRBs with parachutes, and when they unloaded I got: http://i.imgur.com/mvdh9Cm.png Eh, what?? Crew insurance returned? But there was no crew on the SRB. Maybe cause the crew is safer now, no SRBs onboard xD
  2. It has some game breaking bugs in 0.23, if I open the mission chosing panel when I get in VAB, I can't click on anything anymore like the parts in construction panel, the buttons highlight on hover, but don't react on click.. The way to avoid this bug is to chose a mission FIRST on the space center screen. It looks like that the window where you chose the folder somehow breaks the button detection. Also, the moment I put some parts (not all parts), like this realchute on my craft, the cost increases repeadatly reaching millions.. The cost adds up in every frame basically. Although the cost on the part says "140". before placing the part: after placing the part: you can't see the spinning number but it's going wild up to millions xD While some other realchute parts have no increasing cost problems.
  3. It's already working this way with newest FAR. (noted in the changelog) Without FAR, there is no need to aero shield stuff cause the stock aero method is very simple and drag doesn't work as it should be, I think there would be no difference in flight if you have stuff inside or not (except if that stuff are wings or control surfaces).
  4. I was just doing Nazari's traditional career in 0.23, yup it works all fine. You do get a lab early on in it (before even a chance to go to space), but that's acceptable =)
  5. Sorry guys, I left to play new career mode and didn't check if it works at all. Now I fixed it. I always have 2 links, but now I though, nah, spaceport is reliable enough.. When, it just didn't warn me I can't upload .rar files, no errors. Everything looked ok =(
  6. Hah, there actually is nothing to update =) The new FAR automatically shields anything inside, and the bay opening action group is now blocked (although it shows in action group menu, it is not functional in flight). The only thing I need is to bundle it with latest Firespitter =) EDIT: OK, it's updated now with new FS version, check on Spaceport Changelog: v1.1 - added new Firespitter version - FAR now shields everything inside - bay opening action group is now not functional (although it appears in menu)
  7. Yes, Ferram came up with the improved system cause I asked him to. That's why he also included service compartment into the .xml. I will update service compartments also to use new Firespitter plugin.
  8. I will certainly have a MIX drawer surface sample container so you can use it instead of stacking useless pods just to get more samples. This could also be used for crew reports as a drive. There will also be a frame for placing just a single drawer so you can for example use it on probes too.
  9. I will talk about science in a later video. The foam insulation is what's on top of the orange tank, but the texture is not final.
  10. The racks fit exactly inside 2m when they are in 4x symmetry, if it seems that it doesn't from the video it's because the lander can has a bit smaller radius than 2m. You can see that yourself by putting a fuel tank on top of the lander can. The can's bottom "extension" is 2m exactly.
  11. I'm late for surprises cause everything will be flooded with 0.23 now xD But anyway, here's an update-surprise:
  12. I have added the mod's "hibernation" statement in the OP
  13. The tunnel beneath the Kerbin City airport uses this method. Eastern island is exactly 10 meters above water, so you can model a tunnel between the water and the ground somewhere for example. The downtown island is expected to have a tunnel that connects the north and south and also a subway loop. Also the missle silo mod uses the same trick.
  14. Yeah, the decouplers are from Deadly Reentry, they are made to specifically fit beneath heatshields. That's cause the colliders are set in a ring (right where the hull is), most other parts, like stock ones, just fill the whole cylinder with a single collider and the engine checks colliders beneath and not the graphical model, which might look hollow but is not.
  15. There is nothing to "drag"1 you in space. So therefore you can go both ways it doesn't matter. The reason why we launch rockets prograde is cause the planet's rotation gives you a "boost". There have been a few satellites that were launched retrograde though, because they orbit, relative to the surface of Earth, faster. When you are orbiting the Earth, either-grade, you are still orbiting the Sun together with Earth, therefore, there is no difference. The moment you do your escape burn you will change orbit around the sun. Therefore, it is always much more efficient to launch prograde because of the boost. I would compare this to asking would I get from seaport A to seaport B if I walk around the ship's decks clockwise, or counter-clockwise? 1Not counting minimal drag caused by high atmosphere, which is possibly greater in retrograde orbit, but still negligible.
  16. Just use levels to brighten up the grays on the alpha.
  17. First tease trailer just appeared: http://en.wikipedia.org/wiki/Interstellar_(film) Do you notice the very similar "color grading" as Gravity? =P
  18. I'm super excited about 0.23 cause adding sounds is now gonna be peace of cake: http://www.twitch.tv/ksptv/b/486964533 Yes, it is blocked because I didn't put a licence on time. The licence placing wasn't on my tight schedual and I didn't know the punishment is that severe. But I have no right to complain, it's very irrensponsible of me, sorry. I will send a message to devs, hopefully the thread still exists. Here is the download if you need it: http://www./download/snc6oz7bb477uzg/SRBsoundsByNothke_v1.rar AAAAAND: This mod is licensed under (click on image)
  19. First, I'd say the KerbalKon was AWESOME!!! I didn't see the second day, but what from what I heard about, the only thing I think they neglected on KerbalKon is that there was no some bigger discussion about mods and modding. There was some talk here and there, Mu giving tutorial, but I'd really like to hear a discussion like what made a biggest impression on devs, what they think about some of the mods, what they expect of the mods, what do they see in the future. All we really saw was stock stock stock launches and repeadatly showing what's in 0.23. I mean that's great, I was looking forward to 0.23 info! But for the next one I'd really love to see at least an hour dedicated to mods =)
  20. News: the pump is not that a big problem actually: http://www.nbcnews.com/video/nightly-news/53815506/#53815506
  21. First, it would add more probability of not stacking the compartments correctly. Many mods have attachment points very close to each other and it's very hard to know to which attachment did you actually place it. Even stock parts like decouplers and docking ports tend to do that. Secondly, it would add another giant green ball when placing parts making it hard to see.
  22. nothke

    A KerbalKon.

    tw1, this HAS to become a part of the next Kerbin City build =)
  23. Demonstrating how the arm can relocate itself.. Although with some bugs... Go to this link: the video looks like it's stuck in "processing" but it works
  24. Not always 2, depends on the crew size. They usually switch, having always 3 astronauts during missions, and 6 in a short period when both ascending and departing crews are on board. But they made 2 Soyuz launches one after another this autumn and there was 9 astronauts in early November. Currently there's 6 astronauts, I don't actually know if they are planning to always have 6 astronauts on board from now on.
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