DaveStrider
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Everything posted by DaveStrider
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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?
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i think it would be nice if planets matched their parent stars somewhat, for example having the noteworthy (an example of a non-noteworthy planet would be any of the airless bodies around Kerbol, with the exception of Gilly) planets around Corbo being frozen due to Corbo's presumably low temperatures, and i think (don't quote me on this) that gas giants would be more probable around a red dwarf, due to less of the mass going to the star, and forming a gas giant instead. Dolas on the other hand is a blue star so it's hotter than Kerbol, so one would expect deserts to be the selling point of this star. along with a lot of less interesting scorched rocks. I wouldn't mind a habitable world to be found out there, but both of the planet packs that are being worked on for this mod feature habitable-ish worlds, and to me, that just devalues them. Edit: also, i agree with the idea of rogue planets. A dark, cloudy planet orbiting a black hole would be perfect for prisons.
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i'm not a fan of using timewarp excessively, so i have to wonder how often a transfer window between two stars comes around. it may be the case that anyone using life support mods will need to terminate any other missions before warping to the transfer window.
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i expect this is a huge thing to ask, but would it be possible to give the black hole a lensing effect?
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Stars aren't stationary relative to each other IRL, but even if they were, i doubt it would be feasible in game because that would require that the space between the stars not belong to any particular body. This would mean no gravity outside a star's SOI, which would lead to perfectly stationary objects and other exploity things. Also, why would anyone not want a black hole?
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This + MKS + EPL + KSPI would allow for some really cool endgame missions, especially because the beamed power networks that i so love to build in the midgame would be worthless across interstellar distances. You'd effectively be starting from scratch (albeit with cooler tech). Definitely going to get this once planets are added.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
DaveStrider replied to RoverDude's topic in KSP1 Mod Releases
these could be really useful for the kerbal rescue missions in .24. if you have a station full of these and a simple ferry to rendezvous with the kerbal you can rescue him without needing to spend all that money on a launch vehicle. -
i tend to be rather cheaty when it comes to building things on kerbin, simply because it doesn't make sense to put a power station on wheels and drive it to it's location. instead you build it where you want it. so what i do is i strap a rocket to the power plant and cheat gravity and fuel, then i fly it (slowly so as not to break it in the atmosphere) far away. for example i have a 12 reactor power plant sitting on the runway island.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
DaveStrider replied to RoverDude's topic in KSP1 Mod Releases
sound's like your re-entry profile is too steep, can you describe your orbit before you entered the atmosphere? -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
DaveStrider replied to RoverDude's topic in KSP1 Mod Releases
How much dv does this thing have? for such a small part it seemed to have a lot of fuel in it. (i am only basing that on the video's though.) -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
DaveStrider replied to RoverDude's topic in KSP1 Mod Development
Given that money will be added in 0.24, would it be possible to sell the rock back at kerbin (or refine it in orbit)? i can't see much practical use for asteroids other than massive fuel depots, so adding a financial incentive would be way cool.