-
Posts
655 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by sharpspoonful
-
All Terrain Vehicle. Akin to these:
-
Use Crew Manifest to move crew though attached ports and attached parts.
-
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
sharpspoonful replied to yongedevil's topic in KSP1 Mod Releases
Question for you, youngdevil. Are you going to retexture the longRadial tank? As of right now it's still an RCS tank in the texture. -
You mean he did try the tutorials like you would for any game? Albeit they are limited right now, but there is a lot more content yet to be added. Yes, the FIRST implimentation of the career mode needs tweaking. This is because we haven't even finished Alpha yet! It's still being worked on! This is also why there is a forum, and a community that is incredibly helpful.
-
Alright, I'l going to start buying parts soon and I realized I dont have a CPU cooler! any suggestions? This is what I got so far, with help from you all and Leonevo: http://pcpartpicker.com/p/1P3Em
-
Science Extended - Community Science Project
sharpspoonful replied to Swifty's topic in KSP1 Mod Development
Question because I havent done it yet: is it possible to " bounce" off the atmosphere of Duna and keep an orbit? If so the MAVEN experiment would be cool to replicate. -
Science Extended - Community Science Project
sharpspoonful replied to Swifty's topic in KSP1 Mod Development
Actually this would pair well with a Messenger-esque/Magellen-esque mission as it had to have a solar shield to study Mercury. And since Moho is suppose to be a take on Venus/Mercury take...And this is the Kerbal universe, why not make it a debris shield as well? Another note I want to bring up is that there are a lot of mods that would be useful in the fact that plugins for these experiments would be done for the most part. The WSF mission could use the KAS winch, Radial att. point, and Sumghai's Heat shield for SDHI remodeled slightly and have added parts. Add in a custom .cfg and Voila! Experiment complete! EDIT 1: And the first mission you mentioned also actually happened in a limited capacity, for those of you that don't already know: http://en.wikipedia.org/wiki/Wake_Shield_Facility EDIT 2: We could also tthe M3 probe to more efficiently (say 20% increase in mapping accuracy at higher warp speeds?) map Kethane and examine purity of deposits. This could be used for any other resource based mod as well. EDIT 3: Space stations to facilitate experiments should start like the US did (mostly because FusTek/SDHI parts will make it simpler) with SkyLab. http://history.nasa.gov/SP-400/sp400.htm -
Science Extended - Community Science Project
sharpspoonful replied to Swifty's topic in KSP1 Mod Development
I'm at a bit of an impasse with the experiments right now. Most of these were done via rovers and probes. Do you all want me to use the experiments and launches as a basic framework for EVA's or do we want to missions like MAVEN, M3, and Messenger? If anyone wants to discuss real-time with me, contact me on Google Hangout. Email is [email protected] -
Science Extended - Community Science Project
sharpspoonful replied to Swifty's topic in KSP1 Mod Development
Still researching. I'll be posting a full list of experiments later this morning/late morning. NASA.gov is awesome. Off to work! -
Aww Tassyr, you stole my thunder. Although, I changed the attachOnStatic = False to true. I figured you could place it on the ground, collect a sample then pick it back up. I was just about to test it when I saw this! EDIT: I tested yours, Tassyr, and was unable to place it into a container. It's not showing up on the list of stowable equipment.
-
Science Extended - Community Science Project
sharpspoonful replied to Swifty's topic in KSP1 Mod Development
Will do after work tonight. -
Science Extended - Community Science Project
sharpspoonful replied to Swifty's topic in KSP1 Mod Development
most of the links are pretty much dead, but the names are there. Plus NASA's site is rich in info. If you need a researcher to start wading through some reading let me know. I'd love to be of use. -
Science Extended - Community Science Project
sharpspoonful replied to Swifty's topic in KSP1 Mod Development
http://en.wikipedia.org/wiki/Scientific_research_on_the_International_Space_Station This list is long, and it would probably mostly depend on whether or not you want the experiments to be done in EVA or not. -
Science text in sandbox
sharpspoonful replied to supercow9001's topic in KSP1 Suggestions & Development Discussion
I concur. Is there a way to rewrite the config for squad to do so? I'm not asking for a dl or even a code, just maybe to know its possible. Could we edit the carrer mode to make it a sandbox with everything unlocked maybe? -
new experiment variant
sharpspoonful replied to KerbMav's topic in KSP1 Suggestions & Development Discussion
My only suggestion is for it to use your system or ping your ISP for a time check, otherwise it would be heavily exploited. And shorten the time to minutes, hours, and days in real time. -
General Propulsion mod feedback thread.
sharpspoonful replied to Galacticruler's topic in KSP1 Mods Discussions
I derped and thought this was talisar's thread for some reason. Apologies everyone! -
A suggestion or two, if you do not mind: - Add the grab .cfg to the part so kerbals can carry and possibly add the samples while away from the ship. - Different sized or perhaps different types of storage, one for datum and one for samples. This will make you have to plan for what you expect to be gathering, and make missions more specific.
-
.22 playtesting being waylaid by mods?
sharpspoonful replied to jpkerman's topic in KSP1 Mods Discussions
Oh no, I agree and I hopefully did not imply that any of the aforementioned discussion was whining. Like I had said, us discussing issues with the alpha is good and all. I hope it continues and manifests in a way that is both constructive to the devs and the community as a whole. But you have to remember that this is still an ever developing game, and has yet to fully mature into something that could be sold to the unwashed masses. I don't believe the level of animosity that was being thrown about was appropriate nor adding to the discussion. But I digress, how's about we get back onto topic? No, I don't believe that mods are undermining the Science Tree. I feel like it gives those that like modding, such as myself, an option to add the parts they like to use in game, and gives us goals they want to achieve and use towards the next goal. I look at the modding scene much like I look at the vanilla crowd, in as much as there is very little difference between the two and the ultimate goals they would like to reach in game. Simply put, different strokes for different folks. Why else would they give us the ability to add on to the existing tree?