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Doctor Axel

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Everything posted by Doctor Axel

  1. Is the spud... ... ... backwards? I feel like it's backwards. Doing my usual gravity turn the viewports are facing toward KSC, where the MK1 lander can's viewport faces the water. Or am I crazy? =P Either way I LOVE both of these.
  2. Actually I think that's just KSP, not DR - it determines which graphic to use by your current altitude, not speed.
  3. As discussed above, I believe a license/source for the Kethane content is only required if the mod actually distributes stuff that is taken from Kethane itself (which it did, at first - that's why it was taken down.) Using Module Manager to add functionality to existing Kethane content would not violate this and would, I THINK, be totally fair game - please correct me if I'm wrong. At the very least I've been told Kethane has a very powerful and useful API for extending its abilities. Plenty of fun allowed - just have to know Majiir's rules. It's his baby, after all. I'm hoping Shadow is still around (PM'ed him regarding the status of the project and his interest in it.) If he still exists and is interested in continuing work, awesome - I hope we can persuade him to do some spellchecking. If he's not interested, maybe he'd be willing to hand over the project.
  4. Not a bad idea, actually, and I think people's part lists are scary enough as it is if they're trying to build a functional lifesupport/mining/construction trifecta - I know mine is. =P That said, is Shadow around now? This thread was kind of a ghost town before I showed up...
  5. I believe his comment was referring to an important missing 'r' in "Resources." =P I guess this is stalled looking for people to model parts?
  6. wait wait wait wait wait wait wait... you can put non-KAS stuff in a KAS storage box? How's that work?? =o
  7. Has anything further been done with this mod? I'm running Kethane, TAC, and Biomass and I've been seaching up and down for a resource extraction system that dovetails into all three of those - this looks like it would fit the bill.
  8. Extraplanetary looks HECKA awesome. But I am not terribly interested in the Descent-era smelter part model. =P Are there alternative part models floating around?
  9. Had an awesome thought, figured I'd pitch it your way. ^^ Any thought given to an Infernal Robotics servo controller plugin?
  10. Greetings gents. ^^ Noticed something that might have been missed in the rebalance of TAC - EVAing a Kerbal still only gives him ONE unit of O2, when his new cap and daily usage are much higher. Meaning he gets to EVA for like 15 minutes before he's gasping. =P Haven't found anything else glaringly out of the ordinary, but I did have one question - are the command pods still supposed to carry one day's worth of each resource per Kerbal by default? They don't, at the moment - they have about 5 days of food, 3 of water, and about 20 minutes of oxygen. I know there's been some messing around with TAC's resources, just wondering if something was overlooked here.
  11. When you find yourself trying to mod the mods you already have, for personal use... =P
  12. Sold. ^^ Thanks for the quick replies. I'll be trying this one out tonight.
  13. I think I will. ^^ If I'm more interested in the TAC stuff than I am the fuel conversion stuff, should I download the spaceport version or the github version? I saw in the RnD thread that some changes would need to be made to the TAC config files, is that still true?
  14. Hnnnnnng, this mod looks awesome. I eagerly await its integration with TAC. Has any thought been given to in-the-field harvesting of life support resources? Like water from crater ice, or biomass from hydrocarbons, stuff like that? Maybe outside the scope of this mod but it would dovetail nicely...
  15. Made my first tilt-rotor VTOL. Even without the SAS turned on it's quite flyable with a joystick. It's in career mode so I haven't unlocked everything I want to do with it yet. It can't quite generate enough lift with the wings to tilt the rotors all the way forward and maintain altitude - my next upgrade will try to address that. Firespitter and Infernal Robotics both required obviously. There a lot of stuff from a lot of other mods stuck on there too but those are the two that get it to work. I preferred props to jets because they're more easily fine-tuned for hovering.
  16. Thanks for the reply! Hope you have good luck with that - sounds completely baller. ^^
  17. Big fan of Raster Prop Monitor, even bigger fan of what you've done with it. ^^ I'm interested in IVA-only gameplay and the biggest hurdle to making that happen is that a lot of ship designs have more controllable parts than they have action key bindings - especially if KSP Interstellar is involved. I think an interface for controlling all right-clickable ship parts would be awesome - something that would list all controllable ship parts and allow you to select them, then mirror the information and functionality you get from right-clicking a part in the external view. How possible would something like that be?
  18. Probably gave himself a very touching eulogy.
  19. I have a bad feeling that Jeb and Tomford are not in those two pods...
  20. Jon Tash, ever play X2: The Threat? Your shuttle vehicle kinda looks like an Argon Nova.
  21. I actually prefer connecting ground bases via KAS, not sure why - I might just like that it gives my ground crews something to do during construction. Plus it cuts down on tonnage. I'm also just bad at connecting things on the ground. So there's that.
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