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Everything posted by KerbMav
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I am still waiting for something to allow connecting parts in space like in the VAB - pushing two station modules against each other and "dock"/weld them together (with help from a "rotation assistant") forever.
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I was hoping for a default setting used by the game for parts without a tech tree line in the config ... Could something like the module manager be used here?
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Yes ... but I find this one a bit more accessible - but neither explains how to get the root part id without remembering what happened in the VAB days or weeks ago ... And: It seems to be enough to undock some other part of the vessel for the bugged port to remember its duties - I only had this issue once and luckily I had more docking ports to do so.
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Regarding the "refreshing" of a lab: Why not let a big and energy hungry station part have a new resource (lab stuff)? Provided with enough energy this space lab part would deplete the lab stuff and turn it into science - slow but steady, without the need to be in any interesting location, studying the effects of zero-g on chocolate and other important questions. Should the lab be in an interesting location it could be used for field studies, creating more science but using up more energy and running out of lab stuff faster. A second part - a lab stuff container ("tank") - could be used to fly up a resupply mission. This second part could double as a return container for science/samples to be shipped back to KSC for bonus points (or something like that, depending on if there is a difference in sending back data from a probe or returning the samples physically).
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
Some things KE doesnt seem to comprehend - no TWR for this vessel. http://i.imgur.com/KNo4y1j.jpg -
"There is no science to be done in sandbox mode"
KerbMav replied to PwnedDuck's topic in KSP1 Discussion
I am in favour of at least letting the science-parts work an building up an unlimited counter of science points - just for show. Especially since noone knows yet if and how modders will be able to integrate their parts into the techtree. Having to decide between a stock-only "story mode" and moddable sandbox ... why? -
One Way Fuel Crossfeeding Stack Adapter
KerbMav replied to KerbMav's topic in KSP1 Gameplay Questions and Tutorials
So if I wanted to create a new part that works in reverse, what would I enter here (top?) - and what to change so it possibly starts out flipped up in VAB? Leaves the question why it was designed that way ... -
One Way Fuel Crossfeeding Stack Adapter
KerbMav replied to KerbMav's topic in KSP1 Gameplay Questions and Tutorials
Can you also start them at the adapters? -
It seems the stack adapters (quad at least) only crossfeed in one direction, "down" as in "what normally is down" for the part. If I built it upsidedown (via docking ports) no fuel flows into the engines. Can I edit the part or will I have to built something strange with fuel ducts? (They wont attach to the adapaters.)
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How to reactivate docking ports
KerbMav replied to Zeblote's topic in KSP1 Gameplay Questions and Tutorials
A module adding a new rightclick option via module manager ... ? -
For the time being: http://imgur.com/a/zCfhj#0
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This is a most interesting way to create a cargo bay/"slot" - so you extended I-Beams across the gap and reinforced it with some struts - I wonder if Docking or Quantum Struts could have been used ... just for techy tech? Maybe I should go and try to weld some of the different Beams into one long part, could well be this has given me the idea I needed for my own design to come true!
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Oh yes, this!
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Speedbrakes and flaps for planes
KerbMav replied to Floule's topic in KSP1 Gameplay Questions and Tutorials
When also using FAR will the airbrakes keep my plane pointing prograde during reentry when else it will flip over? FAR can make airbrakes you say - how? -
Struts and Part Counts
KerbMav replied to FastMINI42's topic in KSP1 Gameplay Questions and Tutorials
Which is -1- awesome to know and -2- a bug in my eyes! -
Why not be happy and send off all missions at about the same time? There is enough space in space. Kerbal Alarm Clock would be a big help here though.
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To sum up points I agree with and my own view: - frequency of recurring threads suggest economical reasons for implementation - Kerbals are aliens and theiry physiology does not have to follow that of humans in regards to physique - if they are not mammals there is no need for bustiness at all (e.g. oviparous mammals - breastfeeding animals that lay eggs - are rare) - feminization of the model would not take much more than a face with female charactaristics (like the two concept drawings very much) - but code for choice and persistance of gender, names, character traits - and future customization options - is not as easily/fast implemented
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Which brings up a thought: A certain amount of players will HAVE to switch to career mode - as alpha testers, there must not be to few as everyone plays differently and the survival and future sandbox depends on a successful product as a whole too.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Kerbit! You are right ...- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
KerbMav replied to BigNose's topic in KSP1 Mod Releases
The change in size wont be a problem for existing crafts? I guess not - but asking anyway.- 799 replies
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- aviation
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Do you? Does un-compacting the window, clicking on Eve and selection atmospheric not give good estimates?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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What exactly causes the memory hogging of this mod? Is it the big map file? Can this be somehow reduced by JPGging it and/or going black&white or any other way?
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Trying to pick up a rover on Mun with a skycrane ... that said, pinpoint landing in general.