AcidEric
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Rocketry Enthusiast
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like this one I sent to Minmus recently as you can see the clamps are quite short Deployed with some extra bits left over from my last base at this location (they were expensive lol) with the resource tab open just more pics and the next project can be seen in the back ground (the massive kit being built) AE
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I tend to set them up on launch clamps as if they are going to be launched, Set the clamps so the base can fall a meter or so between the clamps. Build the kit, finalize it, then when it appears its on clamps attached to the ground ready to 'launch' (no jumping). you then have a choice - stage the clamps let the base settle to the ground and disassemble the left over clamps. or leave the base on the clamps to act like legs (particularly useful on slopes and uneven ground). Hope this helps AE
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
AcidEric replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude I saw this Skylark science rocket today at the National Space Center in leicester and my first thought was 'oh there's one on RoverDude's sounding rockets' -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
AcidEric replied to RoverDude's topic in KSP1 Mod Releases
@ Roverdude Nice new bits Minor note the fins aren't in the USI manufacturers tab but are in Aero still. do you want an issue raising? -
The Pre-release download file can be found HERE
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[1.12.x] Freight Transport Technologies [v0.6.0]
AcidEric replied to RoverDude's topic in KSP1 Mod Releases
I've been using IR for some time now without tweakscale and not encountered any major issues (or minor ones for that matter) Can recommend the IR reworked pack that is on th IR thread first post -
[1.12.x] Freight Transport Technologies [v0.6.0]
AcidEric replied to RoverDude's topic in KSP1 Mod Releases
By download do you mean copy the cfg text into the relevant cfg in my game folder? -
[1.12.x] Freight Transport Technologies [v0.6.0]
AcidEric replied to RoverDude's topic in KSP1 Mod Releases
Cool good to know -
[1.12.x] Freight Transport Technologies [v0.6.0]
AcidEric replied to RoverDude's topic in KSP1 Mod Releases
done Updated the same is happening for the Ore, Monopropellant, Uraninite & Rocket parts honeybadger cargo pods & jumbo cargo pods -
[1.12.x] Freight Transport Technologies [v0.6.0]
AcidEric replied to RoverDude's topic in KSP1 Mod Releases
the banking system collapses, nobody gets their bonuses, and the public foot the bill. No actually you get paid the 2.2 million for launching it. this means you can string a few together on wheels drive them off the runway (or blow them up) and make masses of cash. Now I know how to fund my career MKS program -
[1.12.x] Freight Transport Technologies [v0.6.0]
AcidEric replied to RoverDude's topic in KSP1 Mod Releases
The prices are in negative numbers in SPH/VAB for some of the Kontainers if you empty them of resources this affects the Ore, Rocket part, Metal, Chemical, & Polymer Kontainers, Kontainer MKII's and Kontainer pods. I've double checked that I have the most recent versions of the mods with AVC. The worst is the chemical pod that costs 3,800K£ full but minus 2,285,572K£ empty (-6% because I've got the aggressive negotiations contract running which is adding another -137134 to the cost) this explains why my cargo run/money grab ended up costing me money ( 257000K£ ish) to recover a load of resources -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
AcidEric replied to sirkut's topic in KSP1 Mod Releases
you have to be careful to get them connected the correct way or the part that rotates is on the wrong end. I was pulling a 150 tonne land train, because I was using the unpowered hinges it shimmied quite a lot and tended to jacknife easily. they never broke even when the rest of the vehicle fell apart around them. there was a fair amount of flex but welding them together into a single part 'might' fix that. dunno about the scaling thing I don't use tweekscale. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
AcidEric replied to sirkut's topic in KSP1 Mod Releases
I've made universal joints by attaching 2 hinges together at right angles to one another. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
AcidEric replied to sirkut's topic in KSP1 Mod Releases
I don't mind no stop points. I've managed to cobble something together with the free washer but its a bit too flexible a hinge would also be more elegant. Its a bit of a monster but it does have space for 15 kerbals and nearly 100k rocket parts so I can build my MKS base onsite as one piece