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Everything posted by gary.townsend
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and vorg i think you'll find that they will run into issues too. Besides Rover isn't finished with this yet i imagine there will be "multiplier" parts like pinball machines or maybe even a Quark's Bar, or Holosuites to extend the home sickness time. as for baby kerbals, there aren't any don't they just multiple like plants
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Mobile science labs. How do they work?
gary.townsend replied to Thegamer211's topic in KSP1 Gameplay Questions and Tutorials
Yeah i'm with Starhawk here, part of the fun has been setting up a science base on the surface of the mun and then building that base up so it's fairly self sufficient, having an orbital science lab around mun which will eventually serve as the basis for my orbital shipyard. I just recently sqitched to using the Training Akadamy from USI mods which stores 3 times the data. Lot of fun. They aren't a waste unless you are trying to be contrary and complain about something that can be time warped. -
Well along this line of questioning then i've had Numerous probes (3 minmus, 1 Mun, 1 Kerbin) decide to explode since i started playing again in 1.0.4 a couple weeks ago. I don't have deadly reentry turned on but something is making my probes go pop. it's to the point htat i don't dare leave my probes around minmus in anythin higher than 10x warp when they are runnng SCANsat equipment haven't nailed it down to a specific part yet though and i am including extendable radiators as the non extending ones didn't seem to do anything.
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I had an base component i'd sent to Mun i needed it to land in fairly close proximity to the science station on the ground already. I'd sent Bill and Jebediah out to stake some flags down to mark landing spots that i thought I should have been able to pick out from orbit and set them as targets for mechjeb. However, when i clicked on the stack of vehicles in the landingzone the flags didn't com up as targetable. I ended up using SCANSat's zoom window to set my target instead. SO is there a way to target flags? I don't recall if i had them turned on in the orbital map or not. Is that the key they have to be turned on in the orbital map to be able to select them?
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
gary.townsend replied to RoverDude's topic in KSP1 Mod Releases
Very happy with this although haven't used it yet i have an issue that the engine doesn't seem to be radially attachable but if only radially attach the pod i can't switch control to the escape pod. right now i'm just using a radially attached strut and putting the engine and pod on that, so all good there just surious about the inability to radially attach the engine. EDIT: Never Mind i see the discussion now. sorry for another redundant post. -
[1.1.3] Large Structural Components [24th August 2016]
gary.townsend replied to udk_lethal_d0se's topic in KSP1 Mod Releases
do you have an old install of Kethane on your system? -
Ion powered amphibious rover/orbital probe
gary.townsend replied to Dr_Doctor's topic in KSP1 The Spacecraft Exchange
LOL love the boat. -
Interplanetary Cruiser Mk1
gary.townsend replied to gary.townsend's topic in KSP1 The Spacecraft Exchange
bah i forgot the 2nd most important mod on tis project and that is ud_lethals_d0se's Large Structural/Station components -
The Mk1 is just a proof of concept really, just going to take it to Duna where it will serve as an orbital outpost. The Mk1 was assembeled by the brave kerbals at the Munar Spacedock 1 it was a join partnership with Zulu77 Mining industries who supplied the raw materials to the space dock. Mods Used AIES Nova Punch ZZZ's Hubs/Habs Magic Smoke Industries Infernal Robotics Kethane Orbital Construction
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Using that nice looking hub as the bridge for my interplanetary cruiser Mk1 Love it.
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Ok so i have a large kethane halftrack drill that mines the kethane i then have an orbital ferry that lands loads kethane up and takes the kethane to an orbital processing facility, all the transfers are handled using KAS even the orbital transfers, and i haven't had the problems you describe so I'm not sure what i can add other than that. In the average play session i'll plug and unplug 6 to 7 times. Mind you i am constantly switching Points of View between kerbals and the various vehicles.
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Oops how did you get the hub attached at the end of the cross walks..I put an adapter on but trying to position the next hub...has been painful to say the least
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Nice write up Should edit that in on the install i have.
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Wow... This is nice....Will have to replace my existing base with this.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
gary.townsend replied to sirkut's topic in KSP1 Mod Releases
could use the free moving dockign washer and apply some rotation rockets....instant o'neil cylinder. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
gary.townsend replied to sirkut's topic in KSP1 Mod Releases
ONE BILLLION! rescale factor...MUHAHAHA -
DROMOMAN - modular arm parts for Infernal Robotics
gary.townsend replied to nothke's topic in KSP1 Mod Releases
I've used a grappling hook like a harppon that lets me stay further out from the station. Could also use a Kerbal to EVA and attach the kas. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
gary.townsend replied to sirkut's topic in KSP1 Mod Releases
I second that. -
[0.22] Shock absorbing landing legs V1.2 (21-11-2013)
gary.townsend replied to zitronen's topic in KSP1 Mod Releases
taller? like a landing strut that can land the stock nuclear engine or the b9 nuclear engine?