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sam445

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Everything posted by sam445

  1. As i'm nearing the drop point, do we get bonus for let's say, circulating the globe with the load? Got so much fuel left I think that if I could have the patience I could do the whole world at least two to three time with the load XD
  2. Im designing things right now, and I must know if i can parachute drop the load? I'll make a bomb bay then for my first design, then go on for something crazier if this prototype works.
  3. Count me in, is B9 accepted? Also is there any bonus / malus if we use FERRAM Aerospace? Ferram makes hypersonic flight rather tricky.
  4. An ice giant would be a cool sight, of course it better have some moons. By the way, an Exoplanet is a planet wich is outside of our own solar system, so it's not actually a type of planet. Unless you mean something like a plasma planet or other such crazy/cool planet that doesn't exist in our solar system.
  5. HO. MY. GOD. 0.0 A worthy replacer of the old mapping tool. For what is of passive science generation whilst scanning, you can ask Fractal_UK, he did this in his Interstellar mod.
  6. I really hope that this mod wil be released soon for KSP .22 . I can't wait to start building an orbital station with STYLE Will you integrate it to the stock tree or to the Interstellar tree? Since it sort of became the tree that most mods use. Keep up the good work.
  7. Hello, does this mod tech tree is compatible with the tech tree of Interstellar Plugin? Because im seing SOME of the part of this mod in the VAB asking to be researched but they don't appear in the research lab's tech tree. I haven't unlocked the whole tech tree yet (beginning of the 2.5 meter is where I am in rocketry).
  8. i've already played quite a lot this mod but one question remains: are these antimatter flux high concentration location specific orbits at specific height or at a specific location into an orbit? So far I find that the best places are usually around the equator but am I missing something?
  9. I'd say Interstellar Mod since it already had a science system BEFORE the 0.22 update and made great use of it. It might not be the first updated but it will likely the one to use it in the most original way.
  10. Agreed, but I thing the Original Poster was asking about the % value when transmiting.
  11. Well you must have something wrong with your landing then, im not sure what but i've always had 100% on RECOVERY of the vessel. Do you just land and transmit or recover? You must recover the vessel in order to have the 100%.
  12. So far here's what I think (DISCLAIMER: this is an hypothesis, i have not yet finished the whole tech tree nor have I already sent anything to Eeloo in .22) ; - Grade of your Antenna (Quality) - Distance between you and KSC - Do you have a clear line of sight to it (?) Of course if you land with the craft (on kerbin) WITH the part that was used for the experiment (sniff, I lost 450 science in one go :'( ) you get 100% of it.
  13. ON? My full cofee mug by my side didn't notice it yet !
  14. Don't worry, i've also got a small nuclear reactor+generator on it. So if I understand correctly, the transmitter will permanently (as long as there is) transmit the amount of energy the vessel was producing when it was first activated?
  15. Hello dear kosmonaut folks, I am seeking to optimize my Kerbal Space Program build as I have a pretty high amount of mods. However there is one plugin I can't find what its usefulness and wondered if someone could tell me: Firespitter plugin. Here are the mods I have: - B9 - H.O.M.E. - Crew Manifest - Deep Space Mission Pack (DSM) - HooliganLabs Airships mod - Ion Hybrid Electric Pack - Keramzit's procedural fairings - NovaPunch2 - Interstellar Pack Can anyone tell me if it's safe to remove the Firespitter plugin or if it is used by one of these mods? Thank-you in advance for your help.
  16. Ho, also I have bug where the transmitter part doesn't transmit anything. I've got a few satelittes equipped with it who for some unknown reason works but thats all. Its kinda frustrating when my laboratory base on Duna can't receive energy from my solar farm in geosynchrone orbit directly above it but receives a bit of energy from my only two working transmitter on Kerbin. Does anybody else have this problem or is there a step i've missed?
  17. I've found out that HexCan come from this mod, what does it do and is it safe to remove? Nice job as always with that update Fractal_UK, continue like that and your mod might soon rival B9 and BobCat ind.
  18. Thank-you everyone for your help. Conti, keep on the good work, people are looking forward to your script. Thank-you Xentoe for your solution, i'll aply it untill the script comes out.
  19. Great mod, it really adds depth to the game! However since 0.6.1 my game crashes randomly, does anybody else have that problem? I have the following mods installed: Interstellar 0.6.1 B9 Aerospace H.O.M.E CrewManifest DeepSpaceMissionPack (DSM) EditorExtension (Not in cause) Firespitter Plugin Hexcan (???)(forgot what this one does) HooliganLabs Airships Ion Hybrid Electric Pack ProceduralFairing HyperEdit Mechjeb for All KineTechAnimation Plugin ModuleManager Plugin NovaPunch 2 Part Catalog ResGen Plugin The game crashes and it usually doesn't show any error report or message.
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