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skykooler

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Everything posted by skykooler

  1. That's true, but in order to mass-produce all the parts you'd need for a rocket you'd need a lot more than a little workshop. You'd need a whole factory, and that would take an awful lot of Mainsails to get into orbit.
  2. That image looks like a graph from a particle accelerator:
  3. Rockets have a lot of different parts though. On the Saturn V, for example, only things like screws and bolts were mass-produced; most things had to be created manually.
  4. I've had this happen, but only on ships with the Skipper engine. If I tried the same setup but decouple the engine first, everything works properly.
  5. Here's a video of the test: http://youtu.be/5ls_cTSgxp0
  6. That is not true. Try putting a fuel tank below a mainsail; you will see you will go nowhere.
  7. How long do you want to bet it will be until someone makes a Star Trek PADD with this?
  8. This looks great! Is the first image in the map view?
  9. It has built-in retrorockets. Still tweaking their position and model, but that's the general idea. But I probably will include a top node as well, for attaching parachutes to land on bodies with an atmosphere.
  10. Wow, this is only a few steps from a Kerbal Grasshopper!
  11. You won't be able to attach parts directly to it. However, if I can get this to work, there will be a built-in docking port on the back of the cockpit that can be docked to when the pad is unfolded. They are thin, but it's KSP after all; and unless you're on Eve, the rocket taking off will have much less thrust than on Kerbin. I see your point, but I don't think I could make it still fold up if it were thicker.
  12. That is correct, the augur is not animated yet. I need to get that figured out in Unity.
  13. New WIP launchpad under construction: The piping is for small retro-rockets, to allow for an easier descent. The thing on the top is a crew capsule (well, someone's got to oversee the rocket launches), and the tanks provide a modest amount of onboard fuel, oxidizer and monopropellant storage. Certainly not enough to build a whole ship, but enough to land and/or launch a small miner. The whole thing, when folded up, fits inside a 3m circle, so this one should be useable with fairings.
  14. Assuming you have MODULE { name = KethaneExtractor PowerConsumption = 24 Resource { Name = Ore Rate = 0.1 } } MODULE { name = KethaneExtractorAnimatorLanded } on the part, it should work.
  15. Well, Kerbin has ore too. You can also use the Kethane debugger to spawn a deposit where your ship is.
  16. That's exactly what I meant. Thanks for clarifying that!
  17. That's planned for v2.1, along with a few other improvements.
  18. You use the Kethane detector for now. If you had had my modified .dll installed you will need to delete the maps, but otherwise you can leave them.
  19. But red is also a dimmer color, and grey represents no ore. So that's why it's the way around it is.
  20. These are different resources. For ore, red is the least ore and yellow is the most ore. Also, not all planets have the same distribution.
  21. Very useful for Remote Tech; but there is one more advantage, which is that if you launch a rocket your space station is always in the same place. This allows you to put it wherever is necessary so that you can launch directly from KSP into an intercept without having to wait several orbits for a rendezvous.
  22. The .dll hasn't been updated very much, it's the .cfgs and parts that were mainly updated. But you should be able to see the changes you'd need to make the launchpad lower mass.
  23. That is the dev build. If you copied the configs from that, your parts will start off being very massive; and KSP doesn't like dense objects, so things that touch them can often explode. The source code is available from https://github.com/skykooler/Extraplanetary-Launchpads
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