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Everything posted by Commissioner Tadpole
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Why doesn't anyone use the Inline Clamp?
Commissioner Tadpole replied to Tortoise's topic in KSP1 Discussion
Wow, very nice ways. And part-saving, too. I might consider following your example. -
KSP Plugin Songs! (Current Song: SUN)
Commissioner Tadpole replied to BagelRabbit's topic in KSP Fan Works
If I were to say this is amazing, I would be grossly underestimating this work. Great job. It goes without saying you'll squat all of the competition this week. -
Because I barely went to the Jool system, I don't have much of a say in this. But it would be a tie between Laythe(for the pretty sceneries) and Vall(for being a nice Kethane mining spot). I pronounce it as 'Layth'.
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I had this idea for a long time. Kerbal Space Program Mission Logs and Details Parent Mission: Wanderer 8 (i.e. 19th mission to Duna) Log Case: KSC-2256-WAN8-2 Brief Overview: Five years after the sucessful results of Wanderer 7's mid-long term Duna residence mission of four Kerbals, scientists detected suspicious traces of moving bodies in the background and mild seismic activity. Because the crew of Wanderer 7 never came across those bodies, a new mission was launched in the same program despite it officially ending at the seventh expedition - the long-term Duna surveillance mission Wanderer 8. In that expedition, it was revealed that these anomalous 'bodies' were, in fact, living indigenous creatures of Duna nicknamed "Dustrals", who mainly reside underground due to the planet's hazards in the surface. Anatomy of Dustrals Dustrals seem to have the same body shape and structure as Kerbals, but they still differentiate a lot from their planetary neighbours. Just like Kerbals are green from Kerbin's lands, Dustrals are orange from Duna's reddish-orange soil. Despite the lower gravity in Duna, Dustrals are fairly tough. It is estimated that male Dustrals can lift up to 1.8 times their own weight in Kerbin's gravity, compared to a Kerbal's 0.7. However, they don't seem to exhibit many muscles. A Dustral's average height is 0.92 meters compared to a Kerbal's 0.75. Other than the listed features, Dustrals are very alike to Kerbals. It is unknown how or why Dustrals seem to have enhanced strength and heights in Duna's reduced gravity, nor how do they behave in Kerbin's gravity - in fact, Dustrals seem to dislike science and anything out from their underground villages, as when asked to fly to Kerbin for tests, the questioning Kerbalnaut was punched in the belly and the hostile Dustral dragged away by his peers, who quickly told the other Kerbals to "avoid asking us to leave our refuge to utilize unstable extradunian objects". Scientists are still researching to why they seem to have a negative view to science. Since they survive with no trouble in Duna, it is assumed that they breathe Carbon Monoxide instead of Oxygen, but still prefer residing underground, probably due to Ultra-Violet rays that attack the surface easily thanks to the lack of an ozone layer in Duna's atmosphere. It is unknown how Dustrals react to large ammounts of Oxygen. Society of Dustrals Dustrals seem to live in monarchic-tribal villages, featuring knights and even a king, but still seem to be oblivious to the utilization of iron and bronze tools. They also seem to dress in tribal-like vests. As stated in the above section, Dustrals' villages and forts are located in previously-unnoticed caverns dotted around Duna. These caves have small traces of Oxygen in them, but are still Carbon Monoxide-prevalent. Despite that, they are much safer than the hazards in the surface, such as Ultra-violet rays. Other than that, relatively little is known about the society of Dustrals, as after the incident detailed in the above section, most of them seem skeptical about having Kerbals in their villages. Kerbin-Duna Relationships Because Kerbals and Dustrals are in completely seperate planets, it is hard for the two species to contact, especially considering how only one of them is able of even leaving their own atmosphere and is still behind Faster-than-Light travels. Despite that, however, the science division of Kerbin is fairly fascinated with Dustrals and how they breathe Carbon Monoxide. Dustrals are fairly neutral yet skeptical regarding Kerbals. According to anonymous Dustrals, the entire species was aware of Kerbin, but never believed it had any life and assumed that all other planets were barren. This proves that Dustrals have a basic knowledge of space - unlike Kerbals who initially thought Kerbin was flat and made fun of anyone who thought otherwise. Despite the mostly-positive views from Kerbals, however, there's an ever-increasing number of Kerbal citizens who look down upon or don't believe on the existance of Dustrals. Roughly 38 of 100 Kerbals interviewed either think Dustrals are too much of a primitive race(10%), think they're going to be an obstacle in the inevitable Kerbal colonization of Duna(22%), or outright think the space program is spreading lies about Dustrals and still firmly believe that Kerbals are the only living beings in the universe, and that even thinking about other living creatures will bring the ire of the Devs(68%). The same controversy between Kerbals can also be observed among some Dustrals' social circles.
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What SpaceSphereOfDeath said. And you could use more paragraphs. Not everyone likes wall of texts.
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Try installing the triad mods of KSP Interstellar, SolarSystems and PlanetFactory. Then go explore the two new star systems with PE planets. I use them both in .24, no problems to be found.
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Any ETA on the small update you announced yesterday? Apologies if I am rushing you, feel free to take your time.
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How memory-intensive will this mod be when coupled with PlanetFactory? I'm thinking about installing it, but I don't want to lose even more FPS.
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A possible space plane redesign in our future?
Commissioner Tadpole replied to Aethon's topic in KSP1 Discussion
Aw, I liked the older models more. On the other hand, that one seems to have the frond ending in an attachment node, like the MkII Cockpit, but this one seems to be probe-sized(i.e. 615cm or so). So, perhaps that model is a MkIV Cockpit? -
So we're still getting SteamDB updates.
Commissioner Tadpole replied to Whirligig Girl's topic in KSP1 Discussion
Ah, I see. Thanks for clearing up. -
Why was Magic Boulder removed?
Commissioner Tadpole replied to NASAFanboy's topic in KSP1 Discussion
Nope. KerbTown uses static objects, and the Magic Boulder orbits around Ike. Even if it was true, SQUAD could just block off the PM from you. -
So we're still getting SteamDB updates.
Commissioner Tadpole replied to Whirligig Girl's topic in KSP1 Discussion
Wasn't .23.5 a patch as well? Well, technically it would be a feature-patch, but still. -
Why was Magic Boulder removed?
Commissioner Tadpole replied to NASAFanboy's topic in KSP1 Discussion
As far as I know, it is not loading because, apparently, celestial objects that fully move need to be programmed as either a vessel or a planetary object in order to appear. Both of them make the orbits and icons be visible, so, naturally the Magic Boulder couldn't be any of those. However, due to that, the game refuses to load the boulder into the game as it's neither a vessel or a moon. -
Following the discovery of this challenge, a small subsiviary has branched off from the main Federation's Space Program, named Space Motor Vehicles, or S.M.V. for short. Though their first model is, indeed, a dragster, more choices can appear, such as a Super Rover meant to test Kerbals' resistance to G-forces, or a superstylish car to drive around on Laythe. *ahem* Anyway... here's the rover and the results: 171m/s. Not bad, I guess... Only mods used are Kerbal Engineer Redux, RealChute and RasterPropMonitor, but the latter is just for visuals and does not affect performance. The M1 is powered by a jet engine, so it would be classified in the Stock group. (For those of you that haven't noticed, SMV is an obvious spin-off of BMW, hence the name "M1".)
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Pretty much what physicsnerd has said. Also, I've found a sweet new mod that might help you if you need to dock in the future: NavBall Docking Aligment Indicator. Yes, I know you have a docking port aligment indicator mod alterady, but this one is much more simplied and lightweight; all the info the original mod displays is compressed into just one red icon in the NavBall, so it both saves Computer memory and Brain health.
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How stable is it to download PlanetFactory mods alongside this one, like you did? Megalodon stated that his PC+SS combo is extremely glitchy, so I'm reluctant. Also, how did you make Sentar and other systems orbit the other stars? I'm curious. And what mod is the one that involved the rainbow gas giant? Also, do HyperEdit and RasterPropMonitor work with this mod?
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What can be seen as boring to you might be seen as entertaining to others. Remember: fun is subjective and varies between people.
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It's a shame that I alterady have used a flag in most of my rockets, though. Oh well, I guess I'll have to work under the lore that, previously, Kerbin was a largely united state governed by only one nation, which had a space program and a flag, but eventually the government crashed and the entirety of Kerbin subsided into several smaller nations.
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Aw, bummer. I really wanted to explore the remains of a destroyed civilization. Perhaps with the help of KerbTownâ„¢ you could do it?
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[.25.x] RealRoster - Editor Crew Tab Fixed
Commissioner Tadpole replied to enneract's topic in KSP1 Mod Releases
Well, that explains why there was suddently a Kulfrey Kerman in a previous save file when the only ones I had were the orange trio. Anyway, I love how you added the ability to make the crew section begin empty from the start. That's how it should've been! -
[.25.x] RealRoster - Editor Crew Tab Fixed
Commissioner Tadpole replied to enneract's topic in KSP1 Mod Releases
I don't really like the fact that more crew members will be hired, though. But other than that, noble intention! -
Excellent mod! I don't really have Insterstellar, though, but I do have the Jump Drive mod, so I only need to send one probe with the Jump Beacon there, and I can freely send ships to the stars without having to do another manuever, only requiring a lot of eletrical charge. Anyway, what are the dV requirements for the other stars? And what are the ejection angles for these stars? Lastly, will it damage my save, which has only 10 vessels in it? I hope it's an acceptable number of machines. And I cannot wait for when the two other users add the mods that add the planets to each star. I really hope that one of them has some sort of ruins that we can explore - or perhaps even cities themselves!
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Can't harvester just remove the kraken?
Commissioner Tadpole replied to Clockwork13's topic in KSP1 Discussion
Well, I never really said that I cannot be ignorant. But yes, as someone else has alterady said, my post wasn't in the best condition. Apologies for that.