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Dix2lespace

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Posts posted by Dix2lespace

  1. You say this but have you actually tried it? My experience is that KSP's physics start bugging out when you get to very large* distances and orbits. Try putting something in a 9.46 x 10^12km orbit around the sun and see what happens. (That is 9,460,000,000,000km btw, that is one lightyear, and 1/4 the distance to our nearest star)

    And as far as I know currently everything must orbit SOMETHING in the KSP engine. I don't think you can have celestial bodies with their own systems not orbiting each other. This is why the StarSystems mod tosses a 'black hole' in the middle and makes the stars orbit that.

    *Very large here being VERY VERY large.

    I've tryied (with hyperEdit) with "planet factory" in KSP 0.23. I've put the Serious system at 0,4 light years to Kerbol system. I've didn't tried the same with StarSystem mod in ksp 0.24. But The Star system mod have some bug in ksp 64bit (so I prefer to wait).

  2. It's an interesting mod but all he really did was make kerbin's sun orbit another bigger sun. He extended the planetary system. The distances involved are not really on the scale you'd expect for interstellar travel, even with KSP's 1/8 scale.

    You can increase the distance from the black hole with "HyperEdit 0.24" and slowdown the speed rotation of the stars. You can almost to travel in strait line.

  3. so its interstellar soo... it could be posible to have something like cryo pods( for life support mods) that froze kerbal that he dot use resousers (and cant pilot ship)

    it will be futuristic like other parts of thiese mod have anybody think about it?

    Very very good idea Sober! I remember there's a old mod like that: http://forum.kerbalspaceprogram.com/threads/47228-Cryogenic-sleep-mod

  4. Do you mean you would like some config so that CLS works with TP's stock parts resized mod? Yes I can do that - I hope to support all major part packs eventually, it is just a matter of going through them all. I am not familiar with that particular part pack - would you like to suggest which parts in particular you think kerbals should be able to pass through?

    It wiil be great to incorporate the HUB 2.5m, 3.75m and 0.625m. For the moment, only the 1.25m HUB works.

  5. Oh, this is exciting. Does the mod take into account gforces in something like what was done here:

    I should clarify: I've been looking for something that decreases a kerbal's health the longer they stay in weightlessness (or significantly less than 1g). I was hoping this would allow me to "weaken" kerbals in low gravity, but also toughen them up again by throwing them into artificial gravity rings

    In ksp, if the center of the wheel have 0g, the exterior of the wheel have 0g also, because for ksp the wheel is just one part ( all the attached parts have the same g-force)

    In this video, the car turn into the wheel, but he is not attached or docked, that's why the cars have his self g-force)

    If the car was docked, the sismic sensor will be at 0g also.

    for exemple, this centrifugal life module don't have g-force, because all parts are attached: OyX2zH0http://i.imgur.com/OyX2zH0.jpg

    sorry for my very bad english speaking :sealed:

  6. (excuse my pity english i try to tell as the best i can what i want to say)

    I think you should create a piece that would be very helpful with this pack.

    Especially with the "bigelow style inflato" parts.

    It would be just a rotor. The size you want (maybe 1.25) with two attach nodes, which would only turn.

    To help create vessels that simulate artificial gravity.

    Something like this (rapidly):

    http://i.imgur.com/ZWrRAVB.jpg

    Really simple, but very usefull. I don't know what you thinking about and if create the rotation effect is hard or no. :)

    The gyroscopic effects don't works with KSP (in the same part set). I've tried it but there is 0g on the Double-C Seismic Accelerometer attached to my modules HAB. Moreover, the warp time stop all rotation...

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