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vardicd

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Everything posted by vardicd

  1. real chutes lets you turn any stack or radial chutes into drag, drogue or main chutes.
  2. I love the mod, Just one very minor request/thought: The game seems to gauge your lifesupport by your total capacity, but I find that sometimes, for short missions I don't fully stock the containers, on the principal of, why pay for a full tank of lifesupport if you're not going to need it. However, the lifesupport mod starts yelling at me that my food water oxygen is low, even if I have plenty for my one Kerbal for a month. It just thinks I have a problem, because the total percentage of the container is empty. Would it be possible to set it up to gauge the state of your crafts lifesupport based on the quantity of food, water, oxygen you start with? As, I said, very minor thing, somewhere down the road-ish.
  3. Geo-stationary orbit around Minmus. Isn't that outside of Minmus' SOI?
  4. Heh, I've managed all of the aerial survey contracts with a single pilot prop plane built with KAX radial props Shown with and without the side mounted drop tanks.: A lot of Kerbals died in the design of that baby.
  5. Don't complain too loudly, I do my aerial surveys with the KAX prop engines. Try flying around Kerbin with a prop plane, and designing one that can fly that high.
  6. So, possible glitch, possible me not understanding something, Got two contracts for tundra orbits, 'round the sun: However when I go to see what these orbits look like: I see no orbits?
  7. Yeah, its been fine on all the other rescues, but my first one, I blew it and had to orbit a few times before I could make another meet up, which, ended badly. {My first close approach was 400meters, at nearly 1000m/s speed difference, I hadn't even circularized my orbit yet, was costing to appoapsis, and nearly hit the poor guy.}
  8. Loving the new sat deploy missions, I play with remote tech, and this rewards me for getting sats out there. Whether or not they will be in a useful position, well, eh. If it hasn't been suggested yet, would love to see actual orbit details, numbers for inclination periasis and apoapsis and the like in the contracts.
  9. So, Life support mod+ Rescue stranded Kerbal mission/contract+ Kerbal construction time mod= You'd better keep a pre-built rescue rocket in storage, ready to go the minute that contract is accepted. I like it, adds a sense of urgency, I just wish I had thought of it, before it got my first rescue kerbal killed.
  10. Well, I'm not too terrible good with being patient, but I'll try No burning? That's no fun
  11. Oh, erm, I may not have actually tested whether or not I could DO the repeat science, 'cause I didn't want to be cheating it. I just thought I could 'cause I didn't get the warning about it not working anymore.
  12. I love your mod, however, the US parts for the mystery goo and material science bay, allow science spam, unlike the stock ones, which become non-functional if you pull the science out of them. I would like to see this added to the US parts as well, for balancing. If this isn't something you want to add, perhaps someone could explain how to add this to the parts myself?
  13. I'm going to re download again, but I get no sound in this mod, lights but no sound
  14. Yes, the mun ribbons are present in my game folder including O_o a Mun atmosphere ribbon??
  15. This is F##ing fantastic: But, a feedback/suggestion, if you could find a way to toggle accepted contract markers and unaccepted markers, that would be even more fantastic.
  16. Is anyone else not getting the mun soi, orbit, landing etc. ribbons to not award in the latest version of this? haven't gone anywhere else yet, so I don't know if its just mun ribbons that aren't awarding, but I'm planning a trip to minmus later, will post update.
  17. so is this compatible with .24.2? or not? first page doesn't say, unless I'm blind.
  18. You mean I have to wait?!? Okay, fine, excuse me while I go sulk in a corner somewhere.
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