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tal2410

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Everything posted by tal2410

  1. 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!
  2. 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.
  3. Could the two Nom-o-matics be used as efficency parts for the OKS Greenhouse for small stations?
  4. 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.
  5. 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
  6. Oh wow thanks! EDIT: I don't know what I was drinking when I wrote my previous comment, I swear I usually write gooder.
  7. 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?
  8. 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.
  9. Or even better, separate Modules for each reaction so people could make small, specialized parts instead of carrying a huge refinery.
  10. I noticed that all three MW receiver/transceivers have the same mass (25 kg). I guess it feels right for the small receiver, but how much should the two big transceivers weigh?
  11. 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
  12. 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.
  13. The Cacteye telescope doesn't fit in the EWBCL either (too long).
  14. @JVXtreme : I got the exact same issue as you with a fresh install. I fixed it by applying the dll linked somewhere in the thread: http://forum.kerbalspaceprogram.com/threads/60750-WIP-Cacteye-Telescope-v0-1-(2-1-14)-Modular-EVA-serviceable-orbital-telescope/page33?p=1202883#post1202883 Apparently, it's because the current cacteye release is for an older hullcam.
  15. I've been playing with KCT on most of my saves for a few days. It works very well, and it's exactly what I was looking for. Here's my two cents: Right now, if I want to build 2 rockets for instance, I just switch one to the SPH queue and launch it from the runway. I think that there should be only one queue, instead of VAB/SPH, and then balance the build times and upgrade points to have multiple ships building at the same time in that queue.
  16. I've updated my flowchart with the new reaction. It's starting to get hard to fit everything!
  17. Bring Us More Props! Is this thing still alive? I'd love to see an IVA.
  18. I made a quick flowchart to summarize the reactions available in the ISRU, I hope it can help someone:
  19. Quick module manager script to add the crew cabin internals to the wetworks tanks: @PART[wetCrewCabin16] { INTERNAL { name = crewCabinInternals } } @PART[wetCrewCabin32] { INTERNAL { name = crewCabinInternals } } Note that only 4 kerbals at a time can have a portrait with the 32 cabin.
  20. OK for those that have the round shuttle shoulders clipping weirdly in the fuselage, the following seems to fix it: @PART[kmssh0] { @node_attach = -0.2, 0.1, 0.0, -1.0, 0.0, 0.0 } @PART[kmssh1] { @node_attach = -0.15, 0.1, 0.0, -1.0, 0.0, 0.0 } EDIT: Don't listen to me.
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