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bazz

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Everything posted by bazz

  1. Have you thought about adding a service module option to the tank type tweakable. So we can have tanks with LF, Mono and electricity perhaps with a max number of units according to size so i.e. 300 units for 2.5x1 / 1x2.5 with the ability to set mono, electricity and LF levels out of the 300 units ie. 120/147 LF 10 mono 23 electricity.
  2. Hi Starvision do I need to have interstellar installed for the warp drive to work on the Phoenix?
  3. This makes me wish Lack would make his own ant class / type of rover.
  4. Hi Yanfret I think I have found another bug for you to squash mate. The Altair docking port part is acting weird falling through the craft, disappearing on undocking and refusing to dock with one another and the other docking ports.
  5. Thanks for all your hard work and putting up with all of us bugging you about this great mod.
  6. Thanks for the reply I am still trying to put something together that looks as pretty as the craft in your screen grab. A minor bug report for you. I noticed some of the tanks are a bit buggy when you mouse over them in the menu instead of spinning they scale up and overlap into the VAB.
  7. Any chance we can have a craft file or two please?
  8. Download works if you use the download option from the file menu in the top left.
  9. Have you ever heard of the Rhombus concept? The artwork in your last post remind me of this quite a bit. http://www.astronautix.com/lvs/rombus.htm
  10. I absolutely love this thing which is why I felt the need to report this bug I think I have found to you. Every-time I use the KSO it breaks the game usually when I have landed back on Kerbin. When this happens I am unable to quick save or recover the vessel, when I go to the map view and switch to another craft I get wind noise and a random view of Kerbin and no craft and I am still unable to save or return to space center. Let me know if you want more details, I don't know if you are already aware of any conflicts with other mods... I am running KSO with reduced texture pack and all mods included, KJR, Firespitter, Davon TC, MJ, KAS, DYJ and AKS technologies weapons, ASET alcor pod, kethane, magic smoke, parameciumkid jump drive, stretchy tanks extended, TAC fuel balancer and TV aerospace. I had to sacrifice B9 and Nova Punch to get the game to run KSO. I am going to do a fresh install with just KSO and slowly add other mods if I find one that breaks the game I will post to let you know.
  11. You could cheat by editing the engine spool speed in the CFG? MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 150 heatProduction = 350 useEngineResponseTime = True engineAccelerationSpeed = 0.12 engineDecelerationSpeed = 0.21 useVelocityCurve = True fxOffset = 0, 0, 0.74
  12. Awesome been keeping my eye on multi-player for a while now but have not yet jumped in. For me it is all about DYJ gattling gun, sun beam laser and the AKS weapons pack. I just want to get involved in Kerbal space battles! I can just imagine a flotilla of space pirates marauding a well armed KSF space port. Missiles, lasers, bullets and debris flying all over the shop. Sentry gunners continuing to fire even though their segment of space station or ship has been severed from the rest of the craft and is floating into deep space. Low gravity Munar combat vehicles making RCS powered leaps and using the terrain to stalk prey also get me a bit excited. Oh the Kumanity!
  13. Apart from the game possibly causing me to have a divorce because I am too addicted to it I don't really have any. I would however like a new building in the KSC where I can view craft and the crafts stats, perhaps even missions the different classes have flown etc. and add decals and colour schemes. Perhaps that could evolve to include maintenance perhaps one day in career mode refitting and refuelling recovered craft would be cheaper and earn you more reputation points. More scenery and land marks on Kerbin as well but I am sure that is coming.
  14. I will be watching in anticipation the mk2 series definitely needs some love. Some suggestions to help your juices flow - A fuselage part with 1.25m radius recess for attaching side tanks/engines. - Mk2 fuselage cockpit with adapter as one part, if that makes sense? This I feel will look less derpy than the current options. - Mk2 Passenger compartment - Rocket fuel tank versions - Rear piece, a twin engine adapter / mount with a raised tail boom in the middle - Rear piece, a single engine adapter / mount with a double raised tail boom either side
  15. Yay! Glad to hear it can't wait for some Xmas Titan action!
  16. I agree with this I was hoping I could edit the rotation speed in the .cfg but it appears not. All these parts are looking great
  17. I would be more interested in a mod that adds refuelling points to the game. But to be honest I just do this with Kethane and KAS.
  18. Awesome I wish there were more command pods and better yet cockpits of this quality.
  19. What a cool project, I just had my first go on Titan, she is pretty agile for her size! Can't wait to see how this comes along. Do you mind if I ask what is left to do? Cargo bay doors and inners, landing gear, top port and IVA? This is great already it will be epic when complete good job!
  20. Yes that happens to me with the stock gear as well as the rescales. I combat this by mounting the gear straight rather than at an angle. To be fair this would probably happen in real life if you tried to mount gear like that!
  21. Nice looking parts mate. I am a bit of a collector of command pods so can't wait to see this on SpacePort!
  22. Squad - please put this in 0.23 For the love of all that is green and Kerbish put this in the game!!!
  23. I had some ideas i wanted to post. This is my science wish list. A camera for EVA Kerbals and a probe version to take screenshots and be rewarded with science. I think a radio telescope would be a cool thing to be able to drop on celestial bodies to generate science. In the same vein as above laser reflectors like the ones left by Apollo. Radar / Kethane scanner Atmospheric analysers Probe soil/rock collector and retrival Greenhouse science generator Soil impact tester (shoot the surface with a projectile) ISA mapping Scientific outposts rewarded for sustained stays but require resources. An automated probe rover to potter about at a couple of m/s in a haphazard way and generate science until it runs out of power or drives off a cliff or rolls over.
  24. I already have. However I need to edit it as it only has accommodation for 4, doh!
  25. Title: Triple Z Industries Habitation Hub Description: ZZZ Presents the latest must have technology in extra-planetary accommodation and leisure facilities. Comes in two variants, a hardened scientific outpost and a glass domed recreation and accommodation hub. Glass Dome Includes: - Pretty lights - Accommodation for up to 6 Kerbals - Pool and sun lounging area - Tattoo parlour - Ten pin bowling - Plenty of snacks - A small branch of Jeb's tavern - KRS tax office to ensure even in space Kerbals pay their taxes Hardened Dome Includes: - Deuterium research facility - Space snack and Low-G Marshmallow manufacturing testing kitchen - KAARP array - White coat and clipboard R&D test bench - Accommodation for up to 6 Kerbals
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