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KSP2 Release Notes
Everything posted by KerbMav
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My only worries: How will the new parts be balanced? Especially weights of parts are sometimes quite funny, not to even start with engines thrust and all.
- 1,169 replies
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- 1
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- expansion
- kerbal space program
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
KerbMav replied to sirkut's topic in KSP1 Mod Releases
Is there a working Canadarm mod around? -
What actually does happen when the bug hits?
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Ha ha! Busted! OT: We are talking another world here, so we can go wild, right? Possibly stems from meteorite impacts, hence its affinity for space. Metamorphic substance with minimal self-awareness/intelligence and unclear means to sense its environment, under certain conditions able to take form similar to marine invertebrates. Might be the origin of Kerbal life - maybe by absorbing/fusing with a precursor species and influencing development. (The Thing comes to mind, yes, but with no malicious intent/nature.) Therefore used in experiments for its similarity to Kerbal cell biology - the irony!
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I always ignored 95% of the "explore Kerbin", "investigate biome" kind of contracts, because roving for hours is boring and flying always risky for me. This mod changed this quite a bit.
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"What does God need with a starship?"
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"Then rRefix it, ya majestic pussy caht!" (Have to work in my David Tennant impression ...)
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I actually turn the settings up, yes. Since hab time seems to be more for use with MKS and less with USI LS alone. And I also edited some extra parts in, meaning I made copies of the two crew cabins and turned them into a variant that offers half the space but adds hab time as crew quarters. MKS seems a bit much for my playstyle, but I did not want to go completely without hab time.
- 5,673 replies
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- usi
- life support
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Built a Rover Delivery System to get to anomalies all around Kerbin and prepare for landing a robotic rover on Duna - will need to add landing thrusters for that though. Makes use of moving the rover away from where it is attached, but only because KSP has limited ways of attaching stuff to other stuff - and it touches the fairing's strut thingies, so I'll allow it.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
KerbMav replied to sirkut's topic in KSP1 Mod Releases
Follow the download and install instructions in the first post on this page (93) - it works for 1.3 yes. The parts are about half way in or so I think. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
KerbMav replied to sirkut's topic in KSP1 Mod Releases
One of my iterations had that and I tested all of them on the runway and in space. In the end it was indeed the resized/tweaked washers, the work fine in their out-of-the-box size. Thanks. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
KerbMav replied to sirkut's topic in KSP1 Mod Releases
Argh... sorry, still new at this youtube stuff. Should work now. Yet I am quite sure to have removed all struts crossing the washer. -
Should be Near Future Technology - the Solar package their.
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Building something useful - and somehow letting it get bigger ... To finally encounter the Kraken once in a while ...
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
KerbMav replied to IgorZ's topic in KSP1 Mod Releases
Try putting it "on his seat" in the VAB, or put it on the vessel and let him remove it and then move it into his inventory - but I don't know if it is heavy enough to not go into his pockets. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
KerbMav replied to IgorZ's topic in KSP1 Mod Releases
I think you don't, it just happens when appropriate. Hold H and click to remove a part, hold G and move part into your Kerbal's inventory - if the part is to large for the backpack it will be carried on the back. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
I never got my head around this - TWR in VAB with KER set to Minmus is somewhere around 3.3 - but in orbit around Kerbin it has measly 0.02 ... ? -
Which KAS are you using now then? The "old" one (0.6.3) worked for me - installed in parallel with 1.0 as I had already built stuff with its parts. I used an Engineer to set everything up and let a Scientist start the actual experiments afterwards. Not sure if the Engineer had to equip the drill tool to do so - guess I did so out of habit. Sidenote: You need a plug on each end, and then right-click one of them to build a line to the other.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
KerbMav replied to IgorZ's topic in KSP1 Mod Releases
@SaelbenNoa What are you trying to accomplish? If you right-click on a Kerbal you can "Open Inventory". Here you will find all items that you (while building the vessel) put into the capsule seat where the Kerbal was placed in before launching the craft. You can also open KIS containers placed on the outside of a vessel and other Kerbals' backpacks in the same way. The items can be moved around between inventories by click-hold-left and dropping them where you want them to go. With KAS and its tools (just use the electric drill, it seems to work for everything) you can also remove parts from a vessel Some parts are to big/heavy to go into the inventory and will be placed on the Kerbal's back. You can then walk/EVA to where you wish to attach them. Most big parts will be to heavy for even that and just be seperated from the vessel, dropping to the ground/floating away. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
KerbMav replied to sirkut's topic in KSP1 Mod Releases
Scaled to fit 2.5m. The video should show the struts via the ALT-F12 menu - none. No KJR installed. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
KerbMav replied to sirkut's topic in KSP1 Mod Releases
https://youtu.be/rUsDPUXFPpE https://www.dropbox.com/sh/sqgt0gvhkmpp0zk/AAAHl-kMv3co--71IWzkcbP8a?dl=0 Docking Washer Standard - works flawlessly in the SPH, but in flight it only moves partially, pulls parts apart and gets stuck - on ground it would make the craft move across the surface even. -
I think I remember that happening before - all in all it is rather positive to make a public test run official instead of just releasing it.
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[1.3+] Stockalike Station Parts Expansion [retired]
KerbMav replied to Nertea's topic in KSP1 Mod Releases
Could you fake a two-room design, with two stock IVAs one after the other - the closed hatch inbetween? Two stock labs are about as long as two Kerbodyne S3-7200 tanks, the remaining extra volume would be more RAM ...