Jump to content

biohazard15

Members
  • Posts

    2,031
  • Joined

  • Last visited

Everything posted by biohazard15

  1. If this works, it's AWESOME. Downloading Unity right now. BTW, anyone tried that hack with Planet Factory packs? PF is very RAM-hungry mod, so it might be good for testing.
  2. Hey, most of my ideas (see p3) made it into this mod! And on control surfaces: leave them as it is. On a real craft, they are always exposed and always prone to failure.
  3. Exactly that. Also, if you're making failures, you might also consider an EVA to actually place soon-to-be-exposed materials onto platform (pick them up from container, place it, start experiment, place it back into container after experiment is finished, ship back to Kerbin)
  4. I have Panda Jager, KDEX and Beastly Science from Spaceport. I can upload the first two somewhere, if their authors won't do that in near future (they're licensed under Creative Commons, which permits me to share it). Sadly, Beastly Science is "all rights reserved". The Spy Camera mod I mentioned has no license in its zip - so I assume this is also "all rights reserved".
  5. Yes, yes, and hell yes! And two suggestions for MEP 825: - Remove space for Kerbal, or make a crew hatch. Right now you can place a Kerbal here in the VAB, and there's no obvious means to get him back (all you can do is somehow deorbit and recover the module) - Make "table" folding (you may ask DMagic for his animation module - he uses it on his experiments, which must be unfold before use)
  6. If you mean "exploding" icons in SPH\VAB, look at fix from NovaPunch (2.5m lander tank and service modules). Basically, you need to add a dummy RCS thruster.
  7. Station Science expansion pack is always a good news!
  8. #1 is a definitely no-go - because of a) right-click spam, possible problems with some mods that add to docking and most importantly c) docking bug. #2 is a good option, but rather dull, IMO. #3 is also good - if you want to dock two different ports, make an adapter like the one used for ASTP.
  9. I have a mod from SpacePort named Spy Camera. According to part.cfg's, author's nickname is Rectus. As the name implies, it adds spy camera as science experiment. Launch it, snap a photo and then send that photo back to Kerbin in a recoverable pod. Camera has an finite (10) amount of film, and every pod can store 1 unit of film. In other words, this is a perfect mod for any of your HEXAGON and other early spy sats recreations. Sadly, I didn't found the author on the forums, but found the mod through Google: http://kerbal-space-parts.com/space/modpart-spy-camera-925.html
  10. Cool, a payload for NovaPunch K1! Also, better make subassemblies instead of crafts.
  11. Nice shots! That OrbMod resembles Shenzhou more than Soyuz (Chinese OrbMods is capable of autonomous flight). The only thing it lacks is some form of propulsion (these docking rings - are they interchangeable with Odin\Freyja rings?). I think that both options should be present - Soyz-style for orbital module, Apollo-style for Odin\Thor.
  12. Okay, so it seems that you want a war machine. All right. As you know, modern militaries tends to use all kinds of disguise (or "maskirovka", as we call it in Russia). They also tends to use special forces - elite soldiers who been trained for all kinds of combat. So tell me, kid, what is THIS? If your answer was "It's a truck" - congratulations, you're smart kid and deserve a cookie! Grab it and get out of here. So yeah. This IS truck. Truck. T-R-U-C-K. A machine that moves cargo. In other words - truck. Still here? Have one more picture of that awesome, mindblowing, astounding......... truck. Oh, you're still here? And you have that "Top Secret Clearance" badge on your jacket? Sorry, didn't noticed that earlier. But it's a cool truck, right? Wrong, kiddo. It's not cool. It's FRICKIN' AWESOME!!! So here you go, Mr. KGLE guy: Kappa Force GunTruck! The Kappa Force is an elite Special Ops unit in Kerbal Military. Most of their actions is classified. Specs: Drive: RTG-Electric, 12 AIES-RAD-R RTGs, 4 KW BT-LXL batteries Armament: Two 30mm DEFA cannons (remotely-operated), four .30in (7.62mm) machine guns (2 crew-operated, 2 passenger-operated) Crew: 4 (driver, 2 machine gun operators, 1 cannon operator) Passengers: Up to 10 operators Armor: Can withstand multiple .50in (12.7mm) bullets Design: MRAP Mission profile: This vehicle is used for infiltration and surprise strike missions. Should not be used in conventioanl warfare. Also should not be used as a convoy escort, this could reveal its specs to the enemy. Saddam Kerman, Middle-Kerbin dictator Other Info: 1) Mods used: Infernal Robotics (30mm turret and rear hatch), Lack Luste Labs' SXT (cargo bays), MechJeb (remote control for 30mm turret), JKW Rocketry (batteries) 2) Creative Thinking: - Truck is armored (SXT doesn't support Skillful mod. You can add some ID armor, but it wouldn't look so cool) - 30mm turret is remotely controlled (MechJeb module is a substitute for a remote control station)
  13. Someone really should make a mod with A380 parts. Just for that particular case when you're absolutely need to transport several hundred Kerbals somewhere.
  14. Reaction wheels shouldn't be light - they're heavy by design, or else they won't be able to produce enough torque to rotate spacecraft. These on ISS weighs about 300 kg each. I second 3.75m reaction wheel\SAS module - it was strange that we didn't get them in ARM pack.
  15. New Odin looks great! One small thing though - can you make a cavities in place of these tiled sections on service module? Would be a great place for solar panels.
  16. My config for NovaPunch 2.03.5 test release works for 2.04, since there is no changes in normal map names. Here is the link: https://drive.google.com/file/d/0B-l1kSh8cSSASThuNUZjSGpVa1U/edit?usp=sharing I left strings for pre-2.04 parts (SRBs), in case someone wants to use them with 2.04. Please add this config to the next ATM release
  17. Any changes in part names, or other compability-breaking things? I have operational launchers that use test parts I also would like to know about changes in normal maps names if there any, to make changes in ATM config. Okay, testing it right now. All is fine so far, except landing legs bug (only G key works).
  18. These "petals" - they're landing legs? Also, that KSP flag - it's tweakable like stock pods?
  19. Here you go: http://forum.kerbalspaceprogram.com/threads/67359-0-23-Fuel-Science-v0-4-Balance-out-that-tech-tree!
  20. Mass Tool is a little button with green weight on it It won't show correct weight distribution for a rover with command seats, though - it won't account for Kerbals (90 kg each). Three major flaws in your design: 1) Command seats should be at the CoM. Currently, your rover is front-heavy - that means poor handling and unreliable braking. 2) KAS connections isn't as reliable as it may look. You'd better do as inventor121 suggests and use docking ports to connect your rover to the airplane. 3) Do not use RoveMax 1 for such heavy design - TR-2L is your best friend here.
  21. I hope that Squad won't repeat its mistakes with 0.23.5 update. That being: 1) Do not, I repeat, DO NOT build hype early. 2) Do not rush it, and encourage your testers to try as many situations as possible. Yes, I'm talking about 0.23.5 career save bug. To quote from ARM Release Notes: "This issue managed to slip by undetected through testing, most likely because it requires an old save to be reproduced".
  22. There is a bug where MJ doesn't report your dV correctly, looks like you've got it. According to my research, this bug is connected with your "core" part position. For example, if your parent part is crew pod (and it's likely to stay with the ship all the time until you destroy\recover ship), your dV will be correctly shown. But if your core part is, say, last stage of your launcher (you save payloads as subassemblies and then put them on rocket), there is two main bugs: - First, MJ will not show dV for your payload (Can be fixed by using SelectRoot) - Second, when you decouple "core" part, it won't show correct dV calculations (Try to add another stage to your ship - in most cases, it may help)
  23. Currently Freyja has no custom IVA, it has a placeholder from Mk1-2 pod, so there may be some bugs with it. 5m engine - which 5m engine? And does your design include launch clamps to raise it over pad? It's a common bug when heavy rockets become stuck in the launchpad.
×
×
  • Create New...