Jump to content

BFGfreak

Members
  • Posts

    260
  • Joined

  • Last visited

Everything posted by BFGfreak

  1. Well my thinking about life support is that if you build it, they will incorporate it into their mods. In other words let everyone else focus on their life support mods, and if it fits into the scope of things then they'll develop KASPAR support, but for now I think you should focus on getting a playable version ready so that those life support modders can create KASPAR parts.
  2. You know, if you start having the screen randomly static out and add some creepy metallic creaks we could have an interesting dead space vibe.
  3. We should also have some science for flinging stuff close to Kerbol, maybe a stellar collection thingy that forces you to dive within 5000 meters to collect a sample (the auto kill sphere is at about 1500 meters) and then return it to Kerbin somehow for bonus points.
  4. When I first saw this I simply discarded it as I was using Docking Cam. However I must say with the features you've incorporated to version 2, I think that this is now the superior docking aid.
  5. Than again, someone else could be trying to prematurely (and permanently) end the mission, and Berty is simply a red herring to distract us from the true antagonist.
  6. You know, I'm probably just being paranoid but given how advanced the Proteus is, while I can see one or 2 things go wrong every now and then, it's like every stop something bad happens that threatens to end the mission. It's almost as if someone doesn't want Proteus to continue it's journey.
  7. Scott Manley made a video about rocket fuel and the pro's and cons of each are laid out. The reason why SpaceX uses the fuel it uses is because it's cheap, the rockets that burn them are easy to build, and it's generally one of the best fuels with the fewest drawbacks.
  8. About the Kirs, is there any reason why it isn't a docking node itself? was it purely aesthetic or were there technical challenges to having such a long part be a docking port?
  9. Well it was a noble endeavor, and now we know the absolute upper limit of texture modding.
  10. The reason why everyone launches to the east is because you get a little boost from the planet's rotation which is also traveling East. In practice Retrograde launches (those launching to the west) take a bit more Delta V to achiveve because not only are you not getting the little boost from the planet's rotation, you actually have to kill all of that initial velocity the rotation gives you. That said it's not a whole lot extra as far as launch delta v is concerned, I belive it's only about an additional 250m/s total, just be aware that your assent stage should have that little extra amount of fuel to compensate. As for Gravity turns, for the most part the sooner you get horizontal the better, just be aware that planets with atmospheres do slow you down. Typically since I use FAR I pitch over about 5 to 10 degrees at the 1000 meter mark with the goal of being completely horizontal by about 35 to 40,000 meters up.
  11. My issue with realistically sized stuff is that it tends to be larger than the VAB which makes editing it kind of difficult. Granted with the new VAB I'm not sure how big it is compared to the old one, so it just might fit, so I'll save my judgement until I see how big it is in the VAB.
  12. I believe that in Star Trek, Genetic Engineering on a sentient scale has ended in failure for just about all the major species, as a result these few elite species (humans, klingons ect.) have developed sort of a phobia concerning such research. If you read the Eugenics wars series Earth was nearly sterilized not once but twice by these few supermen in their power struggles between each other, so you can imagine the fear in most people concerning such technology.
  13. See posts above you. Long story is that the install instructions on Spaceport are for KSP 0.19 and are now outdated, now you simply put all those files into the Gamedata subdirectory, not the plugin subdirectory. And no the mod doesn't come with any parts to attach to your craft or any config edits, it just comes working right out of the GameData subdirectory.
  14. You have to have 5 posts before you can edit your account with frivilous things like Avatars and Signatures.
  15. @Ehrie It's hard to tell but it almost looks like you have it in backwards. Can you post a close up side view of it so we can rule out the obvious?
  16. Well I know I can, it's just a matter of sticking to it and not getting distracted by time sinks, like my Moho mission.
  17. Well the FusTek station parts pack have a good assortment of Station parts, and I think later on he may expand into some base components as well.
  18. FusTek actually does have airlocks for EVA. It just so happens that they're right where they are on the real life space stations, at the ends where they connect together. (except for the proper airlock modules) Also it's far more convenient to use Crew Manifest instead of EVAing several dozen Kerbals from the space station to their colony ship with several hundred parts total.
  19. So any word on when we can expect Crew manifest to be updated? I for one forgot how much of a hassle it was to EVA multiple kerbals across a station. Also I wouldn't mind the kerbal creator to make a return as well along with respawning.
  20. I don't think that's the feature he was talking about, I think it was the internal crew transfer for those crew modules that don't exactly have EVA hatches [cough[FusTek[/cough]
  21. They aren't command sticks, they're the controls for the back massagers.
  22. I like it. Granted I was kind of hoping for something looking a little more heavy duty like the real life cupola, but this is definatly a pretty good way to do blast shutters. Now about your IVA, assuming I put it out on the launch pad as shown in your shots, will the kerbal be laying on his back like the stock Cupola or will he be standing up?
×
×
  • Create New...