biohazard15
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Everything posted by biohazard15
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modular construction possible?
biohazard15 replied to Belami's topic in KSP1 Gameplay Questions and Tutorials
Build your launcher from top to bottom (so the root part is on top and has a free attachment node), save it as subassembly (select a root part), then attach it to the bottom of your payload. Or vice versa - save your payload as subassembly, then attach it to prebuilt launcher. As for staging - you have to manually rearrange, then check, then double-check it every time. For some complicated things (cluster launches, etc) use action groups. Sadly, that's how it works in KSP for now. -
[0.23] Beastly Science - Scoop-O-Matic and more! (JAN0214)
biohazard15 replied to BeastofChicken's topic in KSP1 Mod Releases
I think that EVA and IVA (crew) reports should be left to Kerbals only. The Kerbal Kam is a good idea for another Science part wit its own experiment (probe report) -
Beautiful inflatable!
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The mod is working fine in sandbox. In career, it breaks science archives.
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[0.23][WIP] RandomSolarSystem Alpha 0.2
biohazard15 replied to Galantir's topic in KSP1 Mod Releases
Great mod idea! What about: - Replace Sun with black hole-like object - pretty small, maybe invisible on map (if this can be done at all), huge gravity - Kerbol and other stars (4-5 in total) orbit it on a highly-inclined, far-away orbits - Every star have its own planets (less than original Kerbol system - 4-5 max, due to memory constrains) For example: - Kerbol (Moho, Kerbin\Mun\Minmus, Eeloo) - Jool (a brown dwarf) - Bop, Pol, 2-3 Gilly-like objects - System #3 - Eve\Gilly, Vall, 2-3 Minmus-like large asteroids - System #4 - Duna\Ike, 1-2 Minmus-like asteroids - System #5 - Laythe\small moon, Tylo\2 small moons - Some independent objects (orphan planets) Technically, it can be done, right? The only things that concern me is Kraken and solar panels functionality. -
[0.23] Beastly Science - Scoop-O-Matic and more! (JAN0214)
biohazard15 replied to BeastofChicken's topic in KSP1 Mod Releases
New parts? Whoah, soon I'll run out of space on my standard probe Never saw wobbling and\or abnormal craft behavior. But: - my probes are rather heavy (about 2,5-3 tons) - usually Scoop-O-Matic is counterweighed with Goo canister - I'm using Jount Reinforcement plugin -
[0.23] Beastly Science - Scoop-O-Matic and more! (JAN0214)
biohazard15 replied to BeastofChicken's topic in KSP1 Mod Releases
I've got an idea - what about dedicated liquid sampler? - Scoop-O-Matic work only on solid ground, - "Slurp-O-Matic" works only in ocean biomes - idea for model: Same as Scoop-o-Matic, but "mouth" is always closed and holds a pink bendy straw -
There is a Spy Camera mod on Spaceport: http://kerbalspaceprogram.com/spy-camera/. It functions like Keyhole cameras - you have a camera and a data capsule to store film. The capsule can be then jettisoned and returned to Kerbin for recovery.
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[0.23] Beastly Science - Scoop-O-Matic and more! (JAN0214)
biohazard15 replied to BeastofChicken's topic in KSP1 Mod Releases
Great mod. Wil be even more great when (and if) devs add hostile environments. -
Awesome mod! First (small) bug spotted: when you focus on a planet in a map view (by double-click) when zoomed out to "all Kerbol system" view, you still focused on an "original" planet: Kerbin instead of Jool, Duna instead of Tylo. Also, in same circumstances, when you're trying to focus on Eeloo, you get Vall instead. It's not a serious nor annoying bug (just zoom in and click on desired planet).
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Actually, it's nicely balanced for now: - a lightweight alternative to a manned lander, which you can send down to pick up samle and then fly back to mothership for (optional) sample removal and cleaning - or, you can transmit in-situ analysis for greatly reduced science points (about 30% from recovered sample) - you'll get a surface sample, but not EVA and crew reports - you still need to land a kerbal for it The only thing that needs to be added is data removal.
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Getting aircraft in sub-assembly
biohazard15 replied to DeepSpaceDutch's topic in KSP1 Gameplay Questions and Tutorials
Transferring subassemblies from SPH to VAB and vice versa is totally possible - I'm designing all my rovers in SPH. The tricky part here is the "tree" part structure - you have to keep it in mind all the time. Basically speaking: the root part of a subassemly must have a free attachment node. Here, to illustrate: You can see a mobile lab with lander for Mun and Minmus, designed in SPH. It was designed "backwards" - first came the batteries and RTGs (engine), then lab, then wheels, then lander. The lab is attached to lander via radial attachment point on the top. Note two things: - Two girder segments at the back - those are "root" part, which isn't a part of design, they are here just for my convenience (so I can edit rlatively freely) - The mouse cursor (not shown) is on last battery - this battery will be a "root" part of subassembly. To save my rover, I need to open Subassemblies tab, click on the last battery (and grab all my craft, except two girders), and save it. Then in VAB, I load my launcher, take the saved rover from Subassemblies and attach it: Some additional struts, fairings - and it's ready to go. This particular craft was somewhat tricky to fly - it was important to watch where your control point is. But in the end, mission was accomplished. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
biohazard15 replied to ferram4's topic in KSP1 Mod Releases
Launch at 4x physwarp, for a start.- 2,647 replies
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Minmus Biomes - Lesser Flats?
biohazard15 replied to biohazard15's topic in KSP1 Gameplay Questions and Tutorials
You've just made my day! Thanks -
So, after 0.23 release I've sent a mobile lab to Minmus to strip all the Science from that little mint-colored ball. According to the wiki and forum, there is 8 biomes. I've located 7 so far - all that left is Lesser Flats. So my question is - where is it? "Flats" refers to "frozen lakes", as I understand - so I've landed at the biggest one and got Greater Flats, drove to smaller one and got Flats. Drove to smallest one... and got Flats again.
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Hmm. Just noticed that in my game with Planet Factory installed, there is a message in event log: MissingFieldException: Field '.FlightGlobals.ship_altitude' not found.
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In .23, planets are fine. But, save loader feature doesn't seem to work.
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Great mod. Just goddamn great. It's the best thing that happened in KSP modding, after ferram4's Reinforced Joints (a.k.a. anti-wobbling fix). Launched a small probe into Sentar system, bit of aerobraking, some encounters, and finally - a landing in Skelton Olympus Mons crater. Actually, getting a circular orbit around Sentar was a LOT easier than of Jool Now the Ascension comet is approaching, and I'm planning a mission for my KSS Phoenix (NERVA-powered, reusable interplanetary ship) - land a brave team (consisting of a Jeb, Bill, Bob) on a comet and stay there for a full orbit.
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Is there a way to turn off new time warp options? Looks like they wreak havoc to MechJeb's autowarp feature.
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OMG. Just... OMG. Time to go in the VAB and design Sentar-class ships, I guess. Oh, and some sledge for Jeb to enjoy Mt Krag. Rocket kind, of course.