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Everything posted by mrmcp1
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[Movie Crafts] Project Arctic Craft Submission Thread
mrmcp1 replied to Vagani's topic in KSP1 The Spacecraft Exchange
This project looks great, I was wondering if this plane would be suitable. Its a science plane called the White Star II with a rover that can get back into the cargo bay. EDIT: There is also an SSTO variant of the craft. -
In preparation for the next update I converted one of my SSTO's into a science plane with a rover, but the thing I am most pleased with is the fact that the rover can get back into the plane for transport.
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The new models look great, I really like the fact you have used stock- alike textures it makes them look really good. Thanks for giving us a preview.
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Sorry its a bit late but here is my entry for race 2 Not a very fast time 1:46 but I think that is as fast as I can go give or take a second or too.
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Docking Port Faliure
mrmcp1 replied to Velikiy Svet's topic in KSP1 Gameplay Questions and Tutorials
I think its a problem with the docking ports, if when you quickloaded they were close together you need to move some distance away from the other craft, I would say get about 30m away and retry. I am not sure if it will fix your problem though. -
Perhaps, Kerbal SHIP Experience?
mrmcp1 replied to moeggz's topic in KSP1 Suggestions & Development Discussion
This is a good idea, I think that like the buildings will be in the new update upgradeible. It should have a limit on the amount crafts that can be stored e.g. the lowest tiered hanger could store 1 craft and the next could hold 2 as so on. It should also give you options to re-outfit the craft e.g. if you park a cargo SSTO in the hanger you could before launch you could place a satellite in the cargo bay so that it would still be useful. -
[WIP] Nert's Dev Thread - Current: various updates
mrmcp1 replied to Nertea's topic in KSP1 Mod Development
Thanks for the new update all of the new parts seem like great additions particularly the new engine, which will be great for SSTO's. Are the engine pods meant to have intake air values, if they are there is no option to close the intake. I don't think they should have intake air because it has mounting points for two/ three intakes. -
I think you should redo the lap, I am sure you didn't cut any corners but on low precision you can't be sure of that when you look at the map.
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Have you also installed the toolbar plugin, I think it is required.
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I think I remember this mod pack contained an orange flashing light: USI Exploration Pack There are quite a few other parts in the pack that you could delete if you don't want.
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will my craft still be stock?
mrmcp1 replied to lukeoftheaura's topic in KSP1 Gameplay Questions and Tutorials
In order for it to be stock it must use only the stock parts so you do need to remove the MJ control case for it to be considered stock. -
Hi, I am having a problem when I try and join a server it says: connection error because the target machine actively refuses it. I have no idea what the problem is, I have made sure it is being let through my firewall but it has not solved the problem. Any help would be appreciated.
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Just to clarify things for the open class rules: How many RCS tanks are you allowed? Do all wings need to be locked and what is the weight limit? Thanks
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[WIP] Nert's Dev Thread - Current: various updates
mrmcp1 replied to Nertea's topic in KSP1 Mod Development
It might just be that I am terrible at building large planes but I think that the lift of the parts should be large as I can't get the nose of the plane up, also the parts are far larger than the spaceplane + so I think they should have more lift. I think fuel is a good idea and that seems like the right amount, it would give the bumps on the side of the parts seem like they have a use. Regarding the monoprop segment if it makes things easier remove the lift, its such a small part I don't think it matter if it has lift. I am not sure if it is the lack of lift or just my designing so its up to you. -
Here are the screenshots of my re-attempt Start time: 5:05 Finish time: 6:43 Time: 1:38 I have changed the car quite significantly so does it still fit the criteria?
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After a radical redesign I have managed to get a 1:38 second lap.
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[WIP] Nert's Dev Thread - Current: various updates
mrmcp1 replied to Nertea's topic in KSP1 Mod Development
Thanks for the new prerelease, I have just tried out the tail piece and its a great improvement over the last one, its now much easier to get rovers in and out and all the new parts that you have added are good additions. Thanks again -
Here is my first attempt, I don't think its very good. My lap time was 1 minute 52 seconds Start 2:50- Finish 4:42 Note: I was moving when I started but it was only 0.1m/s I hope that's not enough to warrant a penalty.
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Not sure about the first problem but I think for the second one you would be best using a mod called infernal robotics which adds moving parts which you could use to move the winch.
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Will any of the races involve uneven terrain or jumps of some description.
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Here is my as yet unnamed entry
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Seems like a good idea for an engine and am looking forward to seeing both engines. I think a Delta-V value of about 4000- 5000 would be good. I tried out the parts yesterday and they seem balanced and they look great, I like the fact the the windows light up like the space plane plus parts. Thanks for making this brilliant mod.