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NNYGamer

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Everything posted by NNYGamer

  1. I wondered why it didn't work then I saw it needed another mod. Always read the whole initial post! Since this pack is a mix several other mods is there any possibility of adding the S6 compartments? An old but nice mod that needs updating and tweeking.
  2. For fun I used Procedural Parts and made a few trees. Hyperedited it to Minmus for this shot. Found out solar panels don't work inside
  3. A life support mod that looked like plants/ trees would go great in these.
  4. I have both running with no problems. I was using the beta to attach the two ships. It's not the mods fault, I had my drill unit disappear on me again without it being attached to anything but it was mining at the time. I've left it with drills deployed but not running and it seems fine. There's just too much bouncing with the drills that make them unstable. There needs to be some kind of flexible but solid ground mount, like pneumatic air bags used in car suspensions.
  5. Found an important step to remember. Shut off drills and retract them before attaching to the ship. I left my harvester running and attempted to connect to it with a cargo drone and I summoned the Kraken. Only six pieces were left and were going on an interstellar trajectory. Luckily no Kerbals were involved.
  6. This is why we can't have nice thing.
  7. Well the pod went back to normal but the mono tanks got big, that's no problem. As long as things don't explode I'm happy.
  8. So will my hitchhiker container return to normal when I go back or is it fubared?
  9. See mine in the background: All alone: Looks like a bat. I did forget to add intakes so when I re-entered I had to use the rocket engine. Luckily I had just enough to get near home. Stalls out about 135kph.
  10. Firespitter has a B-17 cockpit and parts.
  11. So many nice things I can't use. I have too many mods now and adding the requirements for some of these would just kill my game.
  12. Same thing happened to me but with the win 32 bit, luckily it was floating close to my station so I kept attaching it to a spot, moved and reattached without grabbing until I got it to my probe. It's something I can live with for now, at least I can still attach things.
  13. I only added one thing with mechjeb and that was after I found this bug. As far as I can tell everything is available if you put them in the toolbar from day 1.
  14. I went back at least 10 pages to check and didn't see what I was looking for. It's been a while since I looked this thread so bear with me if it's already been mentioned. When I add buttons to the Toolbar in career mode it lets me use everything even if I haven't unlocked them yet. I mean day 1 and first launch I could have every function available on Mechjeb if I put them on the toolbar. Not really a problem for me but something that might be of interest to fix or exploit.
  15. Is it possible to make this a tweekable part? Give it the ability to change sizes and number of doors. I would love to have multiple doors on them for accessing stored containers from KAS.
  16. The compartments are no as rigid as other parts, I usually build so it's the last part on and the area covered is connected via other parts. Additional struts inside also works. You have to enable part clipping to be able to place the compartment over the existing gap.
  17. After a bit of searching I found something more like I had thought of done by Yorik, the tunnels would bend like the pipes in KAS. http://forum.kerbalspaceprogram.com/threads/79588-0-23-5-Modular-Kolonization-System-%280-16-4%29-2014-05-17/page21
  18. I was wondering if you were to take the code for the pipes, add them to a new docking port design, add some texture and make it into a docking tunnel? That way when you make a base you can have walkways stretching between ports.
  19. Call it da Vincipunk maybe use air screws instead of propellers?
  20. What a great idea! I used the telescoping hydraulics to deploy my antenna and sensor packages out the door, looks much better than having them sticking on the side.
  21. I used these once with deadly re-entry. They shielded everything nicely. I had to get them to inflate over the engine nozzles but once covered they didn't overheat.
  22. I have that one old inflatable hab that's basically a balloon. It comes as a small square you attach radially and inflates into a lopsided condom. I had updated it to work in .20 but haven't used it in a while. It was created by nhnifong and was in the BACE module pack. Something similar needs to be remade as a sleeping/emergency shelter, as for the IVA I don't think it would be hard, mostly folding chairs and inflatable beds.
  23. Tried it out, took 7 years to land on Joker. My video driver kept crashing but recovered without crashing the game, until I went to "revert to" button.
  24. I loaded up a bunch of parts and brought them to Mun. I landed on a slope (not a good place to build) and assembled a rover. Well after trial and error I had one! Attaching the wheels made the thing fly away each time and I had to chase it. I needed more power and the instruments said they were un-powered, must be I needed an RTG on each section. Things weren't aligned properly so it drove odd and flipped easily. With all the rolling and flipping down the slope nothing broke off, it must be a bonus of the KAS attachment modes.
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