-
Posts
639 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by jfull
-
I had this idea that the best way to study life on Europa (if we discover any) without any cross contamination would be to set up a manned outpost on another one of Jupiter's moons. If the outpost could refine local materials, they could start designing and sending their own robotic missions to Europa. Instead of taking years to reach its destination (which would be awful if the vehicle failed), vehicles launched from the outpost would reach Europa in just a few days, allowing scientists to study the lifeforms at a much more rapid pace. 3d printing would be a necessity for producing components without dozens of pieces of specialized equipment.
-
I can't see that making much sense...
-
I feel like a 2.5 meter RAPIER and air intake would complement this nicely other than that, the hype is strong with this...
-
This ended up being longer than I intended, but here we go. I think they're anatomy is fairly similar to Earth vertebrates, with the exception that their skin contains a layer of symbiotic algae cells. These cells supply Kerbals with some of the calories they need and also synthesize some vital nutrients for them. Kerbals still need to eat fairly regularly, though their food doesn't need to be very nutritious. I like to think that the algae makes Kerbals quite toxic and foul-tasting to predatory creatures, allowing them to survive up until their modern era without any other natural defenses and little in the way of physical strength (although, to be honest, most predators on Kerbin would probably be pretty tame in comparison to those on Earth). The algae layer also has one more benefit that only became apparent once Kerbals began their first nuclear physics experiments. The layer will absorb a portion of the radiation that a Kerbal is exposed to, reducing the amount that reaches the Kerbal's organs. This means that they can live in space with less of a concern about exposure, and perhaps even spend time close to a live NTR without as many health issues as a human. As for Kerbal reproduction, I do NOT believe that they reproduce by spores upon death. I think that Kerbal females do exist, and aren't very different from males.
-
Well, something is very broken if you managed to do that. are you using any mods?
-
Been a while since we've seen a two-person capsule design. That's certainly a way to keep the weight, and therefore cost, down.
-
Rosetta, Philae and Comet 67P/Churyumov-Gerasimenko.
jfull replied to Vicomt's topic in Science & Spaceflight
I'm a little confused about what this has to do with Dark Matter Almost all theories about Dark Matter hold that its some kind of subatomic particle that has mass but doesn't interact with normal matter -
PTK NP: future russian spaceship interior (2013 video)
jfull replied to 1greywind's topic in Science & Spaceflight
He's talking about how the capsule lands when it returns to earth -
[WIP] Nert's Dev Thread - Current: various updates
jfull replied to Nertea's topic in KSP1 Mod Development
Minor gripe here, but it does kinda bother me when people "kerbalize" a name by just adding a K to the beginning. Sometimes it works but other times it doesn't sound very good. There are lots ways to make craft sound like a Kerbal creation, like calling a Hubble look-alike the Bubble Space Telescope (instead of the Kubble). Doing some clever wordplay and adding a silly element makes things way more Kerbal than adding a K does. -
Pro Props - Wearable items for your kerbals. Updated to KIS!
jfull replied to Locob's topic in KSP1 Mod Releases
Maybe you could get the Snacks logo that Porkjet uses, and make a bag of Snacks? -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
jfull replied to Stevie_D's topic in KSP1 Mod Releases
I got bored while building planes, and decided to try something unorthodox Its slow, but it handles surprisingly well. It also lands quite gently -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
jfull replied to MasseFlieger's topic in KSP1 Mod Releases
Okay, I have a screenshot This is what it looks like for me And this is what its supposed to look like -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
jfull replied to MasseFlieger's topic in KSP1 Mod Releases
I'm not seeing clipping, but your screenshots of the SPP pit show the screens completely covered by RPM props and no longer visible. When I look at them in game I can see the edges of a few of them. I can get a screenshot later. -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
jfull replied to MasseFlieger's topic in KSP1 Mod Releases
I'm having a little issue where I'm getting all of the wonderful RPM monitors and ALCOR props in the SP+ cockpit, but they're placed on top of the default fake screens -
I do wonder if might be intended to capture and recover foreign satellites. I don't see any other reason for a recoverable mini-spaceplane with a payload bay.
-
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
jfull replied to tgruetzm's topic in KSP1 Mod Releases
I know pluggins generally need to be recompiled to make absolutely sure they're bugfree in the latest version of KSP, but does the 0.24.2 version work at all in 0.25? -
[WIP] Nert's Dev Thread - Current: various updates
jfull replied to Nertea's topic in KSP1 Mod Development
that's true I suppose. But I still feel like the nose and the leading edges should be a little bit... sharper -
[WIP] Nert's Dev Thread - Current: various updates
jfull replied to Nertea's topic in KSP1 Mod Development
That's a very... pudgy looking shuttle shuttle design. I dunno if people are gonna like the look of it, compared to the B9 stuff -
I think I understand what you're getting at, but would you kindly explain what that data is supposed to mean rather than just declaring it disproves global warming?
-
Hooooold on, he said to "expect" them, not that they are 100% confirmed. They may encounter unexpected problems, nobody knows yet. I think that's part of the reason Squad isn't as transparent as they once were.
-
I'll just leave this here
-
What's the funniest thing you've seen/heard a new player do in KSP?
jfull replied to physicsnerd's topic in KSP1 Discussion
Me (after seeing a screenshot of a friend's Mun probe): "Why do you have parachutes?" Friend: "for landing" Me: "on... the Mun?" Friend: "Yeah... wait a minute..." -
[WIP][PLUGIN + PARTS]Project HLLV: Nuclear Propulsion parts
jfull replied to landeTLS's topic in KSP1 Mod Development
I wonder how this will work with the destructible space center buildings coming in .25... This sort of thing might cause a lot of damage, though I know that some people have made kerbtown launch sites specifically for craft using pulsed-nuclear propulsion -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
jfull replied to alexustas's topic in KSP1 Mod Development
I'm planning on starting a lot of base-building and light colonization once 0.25 comes out, and I will definitely be using this