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tal2410
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About me
Grizzled Orange-suit
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Duna and back without docking
tal2410 replied to Scarecrow88's topic in KSP1 The Spacecraft Exchange
With a good launch and the proper transfer windows, I can almost do a round trip to Duna with the stock KerbalX (emptied of its monopropellant). I'm barely 150 m/s short. Looking at Scarecrow's vessel, it probably makes the trip with ease. Actually you can see that orbit injection stage and interplanetary stage were dropped while still containing fuel so there was a lot of margin for error. Good job! -
parts [1.2] Karibou Expedition Rover [0.3.0]
tal2410 replied to RoverDude's topic in KSP1 Mod Releases
Hello Mr Dude! It looks like it's still tagged as '1.0.4' on Kerbalstuff, so according to CKAN it's incompatible with latest KSP. -
Could the two Nom-o-matics be used as efficency parts for the OKS Greenhouse for small stations?
- 5,673 replies
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- usi
- life support
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
tal2410 replied to erendrake's topic in KSP1 Mod Releases
https://github.com/KSP-KOS/EditorTools -
[1.0.5] Heat Management (No longer supported)
tal2410 replied to Randazzo's topic in KSP1 Mod Releases
I'd like to make a suggestion for a new part. In 0.90, the strut/fuel line was overhauled and is now supposed to be easily extendable. I think a heatduct part using that system would be useful. It would basically be a copper pipe that quickly equalizes heat between the two connected parts (two-way). It would add flexibility to the placement of the radiator parts. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
tal2410 replied to Angelo Kerman's topic in KSP1 Mod Releases
Did you take a look at Lunaran's Wetworks Crew Tanks? I used them for a while they worked great. Maybe the plugin code could give you some ideas. http://forum.kerbalspaceprogram.com/threads/61167-WIP-Wetworks-Crew-Tanks -
Oh wow thanks! EDIT: I don't know what I was drinking when I wrote my previous comment, I swear I usually write gooder.
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I have an idea for another quick mod. I spend a lot of time in the contract windows just refusing contracts until something sensible appears. This means a lot of back-and-forth between the list of contracts and the Refuse button aaaall the way to the other end of the window. I'd like to be able to accept or refuse contracts with a keyboard shortcut, or a double click, or right click, or something like that? Is this something you could do with a "QuickContract" be possible?
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Hi, can I make a small request on behalf of us crazy non-qwerty foreigners? On my keyboard for instance, Z is where a W is on qwerty, so alt-z is already bound to trim pitch down. Can you make the key binding modifiable, or let us disable it and use a custom action group? Or, bind it to alt+[max throttle] so it stays consistent.
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Hey I have a small remark, shouldn't the warning symbol on the oxygen tank be the "circle in flame" instead? http://en.wikipedia.org/wiki/Oxidizing_agent
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The only issue I got with KCT is that I had to select the launch site in the VAB before building. Then launching from alternate locations worked fine.
- 2,488 replies
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- launchsites
- bases
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[0.90] Kerbin Shuttle Orbiter System v4.13
tal2410 replied to helldiver's topic in KSP1 Mod Releases
The Cacteye telescope doesn't fit in the EWBCL either (too long).