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DomDiaemus

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Everything posted by DomDiaemus

  1. Nice mod but how to add to the career side (into the default tech tree?). Thanks
  2. Never had an issue landing it on the runway with engines shut since deorbit (this space bird always lands facing the sea)... It is a very stable space glider.... Thank you modders for making this possible
  3. Cheers Daishi, it is indeed an interesting concept (I'm sorry I haven't read it yet so my apology for my lack of knowledge about it). But it seem an awesome idea if it could also include the fuel+mono and not just be focused on the "vital" resources for kerbal's life. Which could mean replace existing vanilla tank parts with modded ones. Otherwise just pickup the vanilla tank+cabin parts and adapt the config to include the "vital resources" assuming the tanks are embedded (despite not being visible) would do. Update: Just had a read through on the dev post. The downside is it will increase the number of parts considerably and still wouldn't provide 1 tank for all needs. I mean you got the pic of a moon command module and its inside tanks, the modular solution won't respond to that since it would act as add on of an tank; so the answer would be adding a fuel tank+your multiple tank approach. Where as adapting existing vanilla tank and adding all the needing config values would keep things simpler... the downside is no visual (modded) parts but reduced number of parts. So all but just one/two vanilla tank parts (for long trips).
  4. What about increase the values for cabin/labs/other parts (or just add a very tiny box which once radial attached to an existing vanilla part - states this vanilla part contains X of XPTO tanks internally - you won't believe it then remove the paneling) as if all those radial tanks are in fact embedded inside and not external visible. I used your initial parts but always used to add them inside existing vanilla/mod parts (so not to be visible externally) and really would be nice to have this option available... so would save on number of parts and visibility (cosmetics). Coz what matters is the sense of vital resources consumption and results once they ran out. Anyway my 2 cents and here is one example: All the large/medium parts of this module (recycling/water/O2/waste/food) are hidden inside the command ship section (hidden behind the solar panels). It would be awesome giving an option of not needing to stack oversize parts in/onto just to make this works. Cheers
  5. With 195 debris around (in-&-out) 100km orbit I look forward to see one of them impacting either the rockets/shuttles or even the orbital station... The movie "Gravity" comes to mind but damn it is hard to get them passing by that close... the closest one I saw was over 1.9km way from the station therefore plenty of empty space to fill with more debris (crazy grin) Beside it is fun to see all the debris passing fast when a rocket is ascending to higher orbit or deorbiting... maybe one day I'll see an impact (sometime in the next 1000y since the probabilities are quite small)
  6. This part has nothing to do with robotic arm per say. Just imagine the KSO noose door but with a decoupler attached outside the door; the door only opens 45 degrees instead of the current 90 degrees. The payload connected to that decoupler, and that tilting part connected to the bottom (or bottom wall) of the KSO cargo hold (giving reasonable space for the movement) In the past I played with robotics mod which has a kind of L shaped part which mimics such movements and used on other bespoke shuttles. However that part was a bit fragile for heavy payloads (during transport and movement to vertical position) but feasible for small/medium payloads. If integration of that mod happens, then would be nice to have a part matching the KSO parts design, which would certainly enhance KSO as one part for releases of small/medium payloads (mimicking reality) Anyway just a thought (wish). Cheers
  7. If it isn't asking too much and to add to this excellent mod(s)... could a KSO "tilting decoupler" be provided as an optional KSO equipment? Since I lack of the proper words to describe it... basically is a decoupler which tilts vertically from its default horizontal position (default during transport) allowing Sats/other payloads to be shoot up vertically from the cargo-hold. Like the NASA shuttles used... You can find my request and pictures of what I'm talking about under the following link. Cheers http://forum.kerbalspaceprogram.com/threads/58029-Tilting-decoupler-for-shuttle-cargo-hold
  8. All ships (KSO related) I had on orbit become unusable Indeed changes on JSI caused that, some cameras were removed... same happened to my game after latest KSO update. Now the KSO as it stands, it can't take a payload even to 100Km orbit without running out of juice to achieve a stable orbit. Boosters probably need a bit of a kick or the minions need to come up with better engines efficiency to hold the orange-belly a bit more time with juice.
  9. [RemoTec] Mariner II - 1st Mun landing I'm going to have some trouble fitting that arm on this rover... if possible a 2nd arm but smaller then great
  10. Superb mod. But is there a chance of reducing its size somewhere between 25-50%? Because it looks oversize for a small probe (FL-T200 Fuel tank size) packed with scientific instruments, solar panels and landing gear. Many thanks
  11. Rover module seem a bit useless... it can't deal with tiny elevations (by going around in circles) and often with rover at max speed which obviously is a recipe for disaster. Is there a way to control the rover max speed???? So not to go to max but be set at max specified by the player? Thanks
  12. RelicFinder II Kerbin North Pole landing close to North Pole Research facility Kerbin North Pole landing - releasing the heat shield Kerbin North Pole landing - family pic, rc-rover with two isolated researchers at the research facility Mun landing close to a relic Mountain driving, up to a Monolith in Kerbin
  13. Local MarsOne - Remotetech controlled Planetary MarsOne - Remotetech controlled
  14. Superb mod, many thanks... just a tip the Sun map seem a bit doggy and the scanned area changes on every passage of the red line (refresh)
  15. Hi, I'm looking for a bit of help here. My RT2 simply seem to have completely stop working. I already replaced the gamedata folder thinking would solve but nothing. As you can see on the following printscreen, none of my coms relay sats have any kind of connection between them not even with base and maned station with 5 kerbals there. No connection from small antennas 2.5m, no connection from 50M dishes and no connections from all 60G, 350G and 400G dishes. Also 500K antenna seem unable to connect to the base on the launchpad. Got a bunch of relay sats all equipped with 500Km, 5M, 60M and 350G antennas and dishes... none working Is there anything I could do, to make RT2 to work again or the only way is to restart my game and ditch RT2? Any tips are really appreciated. Many thanks
  16. All my probes have a combination of antennas and all use the 500km as default one to get into orbit and the others to be deployed once in space, which is the case of the 5M which can be seen in the back of this rover... The 500km antenna is active as the printscreen shows, the probe SPU status "no connection". Help needed to get this thing working. Thanks
  17. No connection to send command on... A small rover with two antennas one 500Km + 5M on launchpad and with a small probe controller... and can't get a connection???? HELP! SPU status says "no connection" however the 500Km is active and its status is operational, 5M can't be activated coz the probe can't establish connection... and this is on the launchpad
  18. Is there a chance of adding small support units items so that they can fit a small lander? Existing "small" items seem somewhat a bit oversize. Thanks
  19. If the shuttle engine FSX2 is to mimic the real shuttle then the Isp SL+Vacuum seem a bit water down (unless are based in some formula and not guess work... btw know nothing about this but just got interested looking at shuttle info) Current values: for Isp sea level and Isp Vacuum: atmosphereCurve { key = 0 330 key = 1 380 } Values based on "wiki" shuttle engine (http://en.wikipedia.org/wiki/Space_Shuttle_Main_Engine) atmosphereCurve { key = 0 453 key = 1 366 } With that yeah, it that makes the fuel to last till orbit to release the tank once reached apoapsis and not on its ascend... well thats me thinking
  20. Can't make it work for large shuttles, the engines don't seem to be efficient for large load ups. To get into 100k orbit it consumes nearly all fuel, adding more tanks to compensate only reduces the efficiency. I also tried to use the big engine but I don't see the point of it, not powerful enough for combination of large tank + shuttle. So ditched the large tank and large engine. This one it can get into 100km orbit but without cargo... adding cargo then the fuel wouldn't be enough.
  21. @ Donziboy2 Isn't just you feeling the FPS heavy drop... as soon as I add this mod into GameData folder the game gets into a snail pace. Tried it on my other two PCs and get the same issue.
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