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j516mt

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Everything posted by j516mt

  1. Any time I try to install the mod, the game always freezes when loading KAS/textures/cable. I just copied the KAS folder into Gamedata, but it doesn't seem to work. I've tried fresh installs but it doesn't seem to work either
  2. I've been experimenting with different lander designs recently and I think this is my favorite so far. It's pretty damn heavy, but now that I've got a ship that'll get it to Mun or Minimus, I love it. The main part of the lander actually functions to finalize the transfer into Mun or Minumus orbit, retroburn, and land. There's usually a bit of fuel left over, but not enough to get back to Kerbin, and probably not enough to get into orbit around the Mun. Usually what I do when it's time to leave is disable fuel flow to the lower section, begin the burn for the ascent module and decouple. You could also probably use the lower section to begin your return and just break off when it runs out of fuel, though I personally like leaving part of the ship behind.
  3. I'm not sure if this has been answered yet, but I was curious if .17 would introduce parts that allow for crew beside the standard command modules? I'm looking forward to being able to transport more than 3 Kerbalnauts at once.
  4. I've been playing .16 for a few weeks and have not once used math. I prefer to use the map and adjusting my trajectory manually. It takes some getting used to, but it adds a bit more excitement to the game for me. Makes it feel more like a rag-tag space program as well. I feel like even if there are young kids playing kerbal, if the math is too much for them, they can still learn to land on the mun and minimus, it just becomes trial-and-errors mixed with some basic problem solving abilities.
  5. Does anyone know if saves from 0.16 will be persistent into 0.17? I'm not so much concerned about ships in orbit, but my ships that have landed on the Mun and Minimus. Thanks
  6. Just an update for version 0.2 which should be released within the next week. I\'ll be adding -Self-Destruct Module - A small module that will destroy the parts immediately above and belove the module. -1.75m Tricoupler - Same look and function as the normal Tricoupler, just sized up for 1.75m. If you want the part now, I posted it here -Special S.O.S. Decoupler. Just something to make the attachment of the S.O.S. to the rest of the rocket look a bit neater. I\'ll be changing -The S.O.S. Orbital Thruster- I just don\'t like the way it looks right now, so I\'ve already remodelled it and re-skinned it. -I\'ll be playing around with the mass of the S.O.S. because as of now, it seems to be a bit too heavy.
  7. That was my initial thought as well. However, in actual practice while it detonates itself it doesn't destroy the command pod. What I've been playing around with is a SRB that'll tear right through the rest of the ship, including the command pod.
  8. Alright guys. After my first full-scale attempt to put the S.O.S. into orbit, I accidently ended up slingshotting the crew around the planet and they are currently hurling into space. My resolution to this problem: the next release of my pack will include a self-destruct mechanism. I've got some ideas on how it'll work. At least we'll be able to end the suffering of the crew quickly if we so choose.
  9. have you tried using Maya? it's got pretty good automatic mapping
  10. when I've tried, it didn't work. It's possible I did something wrong though.
  11. I've just been playing around with it and it seems that you're right. As of now I guess you'll be limited to solid rocket boosters unless I can figure out how to allow the cross-feed as you said. When I was initially testing it, I saw that only 1 tank was using fuel, but I had assumed that it was using them 1 at a time. I suppose I'll turn off cross feed totally for now so that people don't have this issue.
  12. You should repost this in the 'Projects and Releases' subforum, I had no idea this was here and just accidentally stumbled on it.
  13. Awesome! I can't wait to get my hands on this thing. I'm really glad to see some really unique looking parts coming out
  14. Alright guys, here is the first release from DERP Co. I really intend this first release to be a beta as I haven't been able to test everything as much as I'd like. The textures are the best I can do for now, though I would certainly like to improve them in the near future. Please provide any feedback guys, thanks! Also big thanks to NovaSilisko for the KSP logo! DERP Co. Parts Pack 0.1 First up we have the Substandard Orbital Station (S.O.S.) Space Station which is divided into 4 parts: Orbital Thruster (Engine), Support Module (Fuel Tank), Habitation Module (S.A.S. Module) & Transfer Decoupler (Decoupler). Thanks to sirscott for the idea of a single module space station Next up is the side-mount parachute. Basically just recoded the original parachute to mount on the side of ships. I also slightly retextured it. I imagine this could help in designing ships intended for making more than one landing. Finally I have the Reverse Tricoupler. Designed to go from 3 back to 1. I saw someone request this and decided to give it a shot, though it is very limited at this time. It seems that it can't actually go back from 3 fuel tanks to a single engine as it only actually attaches to a single tank. At this point it's more or less for aesthetic purposes.
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