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Seeker89

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Everything posted by Seeker89

  1. I was thinking something like this too. Like a field, or everything in a faring. Other way around it would be something like the Hanger mod, where it would store the craft but without the transferring weight. That wouldn't be good.... mods are the reason I would want this type of mod. Like the other day I made a mining rig/lander with Roverdude mods, it weights 88 tons without fuel. For being serious: Over all, I'm not good at modding, This was only an idea and I don't know how it would work. I would be grateful for someone to try it and if it doesn't work that fine. I would still be happier then people just saying that it can't happen.
  2. I was wondering if anyone had some good Xbox gamepad settings that I could just pop into my folder. I'm not really great at setting all the controls up and it's not something that I have been really ever done. I can easily reset my own graphic settings, and i haven't done anything to the keyboard controls. This would be great. P.S. I hope I posted this where it needed to be.
  3. Is this mod really impossible to try to make? I wasn't thinking down to negative numbers, just 25% to 50%
  4. So how about a mod that reduces mass, boosts ISP and thrust? We do have to remember that this is a game. it could be fun!
  5. It depends on how cheaty you want to be... you could try the Logistics Hub from MKS http://forum.kerbalspaceprogram.com/threads/79588 or this: Davon supply mod http://forum.kerbalspaceprogram.com/threads/37012-Part-1-0-2-Davon-supply-mod-v014 Or simply make a part with this: MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = LiquidFuel rate = 1 } OUTPUT_RESOURCE { name = Oxidizer rate = 1 } }
  6. I did play with parts with negative mass when I first started playing KSP... It didn't turn out well... My idea steams from this: We have mods/plugins that can tell how much a whole craft is... example: A Mk1 Command Pod A FL-T100 Fuel Tank A LV-909 The mass of that craft is 1.903 tons. Mechjeb, Void, KER will all find that number. What I want is a mod that will change that number as a whole by a tweakable percent, and temporarily. Or a mod that will change all the mass of each part like a toggleable MM. On a side note, I thought the power we get from fuel is based on units not mass.
  7. I was hoping for a mod that would reduce the mass of a craft as a whole with the cost of power. Reducing the mass would make TWR higher, and making those 100+ ton crafts get to orbit easier... Is this out there? or would someone be interested in making it?
  8. So with some testing.... lol... Hitting kerbin at about 9k m/s, I got to about 14k before overheat and exploding... the second time was different, I added heat management system. Hitting kerbin about 9K m/s. some things did over heat, and a battery between the heat management system and the cockpit exploded but it made it through and landed... well crashed, killing everyone... but that's not the point..
  9. So... how much heat could this take on? Like if I was going towards kerbin at like 10k m/s with no heat sheld, a heat management device and this. would I burn up?
  10. the last part of the MM will do that if you want one that doesn't start everything at the start of a game, use this one @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } }
  11. Just remove the ResourceMods.cfg in KKP folder... it will make it just need ElectricCharge again
  12. Here is a MM cfg just for you @PART[mumech_MJ2_AR202] { @MODULE[MechJebCore] { @MechJebModuleCustomWindowEditor { unlockTechs = start } @MechJebModuleSmartASS { unlockTechs = start } @MechJebModuleManeuverPlanner { unlockTechs = start } @MechJebModuleNodeEditor { unlockTechs = start } @MechJebModuleTranslatron { unlockTechs = start } @MechJebModuleWarpHelper { unlockTechs = start } @MechJebModuleAttitudeAdjustment { unlockTechs = start } @MechJebModuleThrustWindow { unlockTechs = start } @MechJebModuleRCSBalancerWindow { unlockTechs = start } @MechJebModuleRoverWindow { unlockTechs = start } @MechJebModuleAscentGuidance { unlockTechs = start } @MechJebModuleLandingGuidance { unlockTechs = start } @MechJebModuleSpaceplaneGuidance { unlockTechs = start } @MechJebModuleDockingGuidance { unlockTechs = start } @MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } @MechJebModuleRendezvousGuidance { unlockTechs = start } } } @PART[mumech_MJ2_Pod] { @MODULE[MechJebCore] { @MechJebModuleCustomWindowEditor { unlockTechs = start } @MechJebModuleSmartASS { unlockTechs = start } @MechJebModuleManeuverPlanner { unlockTechs = start } @MechJebModuleNodeEditor { unlockTechs = start } @MechJebModuleTranslatron { unlockTechs = start } @MechJebModuleWarpHelper { unlockTechs = start } @MechJebModuleAttitudeAdjustment { unlockTechs = start } @MechJebModuleThrustWindow { unlockTechs = start } @MechJebModuleRCSBalancerWindow { unlockTechs = start } @MechJebModuleRoverWindow { unlockTechs = start } @MechJebModuleAscentGuidance { unlockTechs = start } @MechJebModuleLandingGuidance { unlockTechs = start } @MechJebModuleSpaceplaneGuidance { unlockTechs = start } @MechJebModuleDockingGuidance { unlockTechs = start } @MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } @MechJebModuleRendezvousGuidance { unlockTechs = start } } } @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor {unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = start } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } }
  13. In the two parts that mechjeb has, there is a MechJebCore module it looks like this: MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = flightControl } MechJebModuleNodeEditor { unlockTechs = flightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = flightControl } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } change all the unlocktechs = to unlocktechs = start
  14. Karbonite has engines that can... http://forum.kerbalspaceprogram.com/threads/89401 http://imgur.com/a/Qfq9M#17
  15. Modular Rocket Systems has a 1.25m cargo bay. Fits nicely behind a Mk1 cockpit. here is the link: http://forum.kerbalspaceprogram.com/threads/93067
  16. http://forum.kerbalspaceprogram.com/threads/115938 That one? or this one? http://forum.kerbalspaceprogram.com/threads/96030/
  17. Could this be what you are looking for? http://forum.kerbalspaceprogram.com/threads/123279-Thermal-Protection-System-Tweak
  18. I agree with all of this.... Thank you Mod developers!
  19. Maybe more science(and data) could be given short range than sending it all the way home. This would be great for rovers to collect and send the science between base and orbit ship. It would also be good for those one way probes. It would be also good to have something that would reset the experiments like a mini-lab that only cleans them.
  20. Could we use something like HooliganLab's SQUID Landing System within the docking port?
  21. Could someone make a master list through google or something? where everyone could just add to the ModExceptions.txt
  22. 3.75 sounds nice. I was hoping for smaller parts too. Like probe size. I have a habit for my scanning satellites to be a small as tweakscale can get them, I found I can easily get over 7k dv with a LV-N engine but they have a fun time overheating. OH and thanks... this mod is so fun
  23. I always seem really bad at making basic balanced crafts.... could someone make a few basic ones and post them online?
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