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DaveStrider
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About me
Spacecraft Engineer
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you know you could just "launch" a manned cockpit and transfer the science manually to it, then you can recover the cockpit+all the science without the vehicle (you'd still need to refurbish the science parts of course)
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actually, that reminds me. How does this mod react to ships that fold up using infernal robotics?
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You can rescale with the right click menu i believe,
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are those hollow parts intended to be used as cargo bays or as an internal area for kerbals to eva in?
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this could be a good tool for creating tutorials for mods, for example if you wanted to teach someone to set up an MKS colony. A series of missions in which you gradually build your colony, and along the way learn enough to be able to do it again on your own. this method could teach someone far better than a wiki or walkthrough could
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Banana for Scale - Analyse bananas in space!
DaveStrider replied to JoePatrick1's topic in KSP1 Mod Releases
that banana seems a little bit larger than other bananas, but it's hard to tell from the picture. can we have another banana for scale? -
i'd be happy to suspend my disbelief for the awesome-ness of a green sun.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
DaveStrider replied to TaranisElsu's topic in KSP1 Mod Releases
There's no storage because there's no use in storing it. you're better off dumping any waste you produce, and unless you plan on recycling this applies to the other resources as well. -
Star colour is determined by temperature, not the elements it's made of (even if it was, finding a star made of copper or bismuth would be... weird.) http://blogs.discovermagazine.com/badastronomy/2008/07/29/why-are-there-no-green-stars/#.U9PflPldXnE this article explains it pretty well. basically, since green is in the middle of the visible spectrum, having the intensity peak there will mean a fairly even spread across the entire visible spectrum, meaning that it's white. so in the end, star colours go (in order of temperature) Red, orange, yellow, white, blue.
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[24.2] Karbonite Ongoing Dev and Discussion
DaveStrider replied to RoverDude's topic in KSP1 Mod Development
i remember when KSPI was just starting and every part was hidden inside a stock fuel tank. looks like that won't be a problem here! -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
DaveStrider replied to RoverDude's topic in KSP1 Mod Development
What do you know, you can draw water from a rock! anyway, i'm glad to see this mod is progressing, and i look forward to using it -
[24.2] Karbonite Ongoing Dev and Discussion
DaveStrider replied to RoverDude's topic in KSP1 Mod Development
You're using the EPL drills for this mod right? would it be possible to retexture it so it's more in line with the other parts for this mod? Also that scoop is looking real nice, could you give it some huge drag coefficient when active? -
I'm planning on starting a new save, but i won't install this mod till it looks to be working better. how well does the existing save protection work with this? i'm alright with losing a few ships, especially if i can just spawn them back in. Also, are there any mods that you don't expect to ever be compatible with this? i saw earlier in the forum that RPM doesn't work, as well as Scansat, but i'd like to use both in my game.
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how do these stars respond to the more in-depth features of KSPI? i mean, do solar sails and antimatter harvesters work around the new stars?