biohazard15
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Everything posted by biohazard15
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
biohazard15 replied to DasPenguin85's topic in KSP1 Mod Releases
Any chance to include Repair Panel and other parts from Mission Controller 2 mod? -
Congrats man! Any hint about cargo bays? Would they be added also?
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My variants are: 1) Connected Living Space. It's a pretty simple and brilliant mod, which (at last) will leave behind that "EVA to navigate your station" nonsense. 2) KAC 3) KAS The idea of making SP+ stock is not too much of interest for me - I center my gameplay on rockets, not on spaceplanes. Oh, and yes, banana for stock FTW!
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
biohazard15 replied to Arsonide's topic in KSP1 Mod Releases
Small question: is there any way to target orbits (for MJ ascent guidance, for example)? -
You do not want (and do not need) high TWR with FAR\NEAR. Especially if you also have DRE. TWR 1.5-1.8 is ideal, 2 is maximum. Anything higher than 2 means that your rocket is too powerful - which means it consumes too much fuel - which in turn means that its CoM will shift very quickly, and rocket will eventually lose control and tumble. The "ideal" FAR\NEAR rocket is either: - powerful first stage (surface TWR 1.5-1.8) with great dV (around 3000), or - SLS-style: low-thrust first stage (TWR 1-1.2, maybe even less than 1) with SRBs, with total surface TWR 1.5-1.8.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
biohazard15 replied to tgruetzm's topic in KSP1 Mod Releases
True words. I've made a post in L-Tech thread. It is an active mod, so let's wait and see. I really like both mods, and I don't want them conflicting with each other. -
There is a potential mod conflict. Snacks! Life support mod uses the same name as Skylab - "Snacks" - for its resource. This mod adds Snacks to any manned pod through MM config. Please consider making a compatible version.
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That would be a quite simple change: every science experiment is counted only once. There is no need to place cap on the number of crew - after all, number of crew is the point of this challenge.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
biohazard15 replied to tgruetzm's topic in KSP1 Mod Releases
Looks like I've found a potential mod conflict. L-Tech also uses resource called "Snacks" - for its Skylab. The only difference between the two is cost - L-Tech snack costs 3, while yours cost 1. -
I think it may have something with contracts assignment, just like in Take On Mars. You can launch one vessel and then assign new contracts to it. When you switch to that particular vessel, only assigned contracts are shown in contracts tab.
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Go and make some tea, and\or read a book on tablet.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
biohazard15 replied to tgruetzm's topic in KSP1 Mod Releases
I like the idea of using mobile lab for baking snacks, although my thoughts for it are slightly different: the lab needs surface sample, electricity and a small amount of LF\OX to bake snacks. One sample should be sufficient for 10 snacks (more or less, user can edit amount in config). Baking takes some time (1 Kerbin hour, configurable) and will replenish snacks in mobile lab; you need to transfer them into another pod\fridge manually. -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
biohazard15 replied to tgruetzm's topic in KSP1 Mod Releases
Here is some fridges for your snacks. Made from stock RCS tanks. DOWNLOAD Comes in 4 sizes - small, medium, large and radial. Radial fridge is KAS-compatible. All fridges are found under Utility tab. -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
biohazard15 replied to tgruetzm's topic in KSP1 Mod Releases
a) Hitchhiker and pods are big, heavy and expensive Using them for unmanned supply vessels is kinda strange c) There is still a problem with delivering snacks to landbases (which can be solved by aforementioned KAS container) -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
biohazard15 replied to tgruetzm's topic in KSP1 Mod Releases
This mod needs two parts: - Snack container to store and transport snacks properly. If you don't want to model it (or you lack the skills) - just use stock RCS tanks with recolored textures. - KAS snack container to supply land bases. Also, you should add snacks to EVA-X from Universal Storage. -
Here's my entry: Atlas-Taurus! Scoring: - Safety first (Taurus pod has an built-in LES): 5 pts - Crew space: Taurus holds 7 Kerbals: 6 pts - Much science (see below for full list): 15 pts - Less boosters: 3 pts - Half stage: it's not Atlas style, it's THE Atlas! - 5 pts - Docking compatible: 5 pts - Power - has circular solar panels and KW batteries - 5 pts - Triangle velocity: 1600 m\s dV = 16 pts - Burn (see last screenshot): score x2 Total: 120 pts Science experiments list: - BANANA! - KDEX - SCANSat Multispectral sensor - FASA Geiger counter - DMagic solar particle collector - DMagic magnetometer - DMagic telescope - DMagic multi-spectral imaging platform - Thermometer - Gravmax detector - Mystery Goo - Materials bay - DMagic RPWS - SCANSat RADAR - Orbital Research scanner (from Mission Controller Extended) Mods used: - NEAR - DRE - NovaPunch - Taurus HCV - Procedural fairings - KM Special parts (for boosters) - Various science mods (see above)
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Just got an "Explore Ike" contract
biohazard15 replied to biohazard15's topic in KSP1 Gameplay Questions and Tutorials
Well, I'm not a new player, I was referring to my fresh 0.24 career By the way, I've got "Explore Eve" contract even before Ike, right after I've explored Minmus. Which actually makes some sense - Eve is easier to land to than Duna or Ike (except if you're using Deadly Reentry...). Anyway, I've got Duna contract after I've declined couple of testing contracts. I just want to do Duna and Ike contracts in one flight to save some budget -
Well, ATV is basically a barrel with 4 solar panels and a docking port, it would be maybe easiest thing to do
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Good idea, but how about adding it in front instead? i.e. "(Repair) Shipname"? That would make searching for it in the tracking station easier. And some bits: 1) Mass is still in Kg - does that mean tons? 2) Max\MinAp and Max\MinPe is still mirroring each other - is that intended or you're planning other, non-circular orbits (Molniya orbit)?
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
biohazard15 replied to Tiberion's topic in KSP1 Mod Releases
And if you need even more memory relief, try running KSP in OpenGL mode. It may not work, but chances are still better than with x64 bugginness. A question: any balance changes and\or new parts in the near future? -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
biohazard15 replied to Tiberion's topic in KSP1 Mod Releases
I never understood the RSS folk's hate towards "tankbutts". Sure, if you use multi-engine mounts like procedural plate for PF, tankbutts will mess with your design; but on most fuel tanks engines without tankbutts will look quite strange.