Jump to content

Wren

Members
  • Posts

    133
  • Joined

  • Last visited

Everything posted by Wren

  1. I can't decide if I want to add mods for space planes and complex stations, or for planet colonization. I want to start a nice clean fresh career mode and get all my mods set up and completely stable and play a game while we wait for .24, but I can't decide which mods to use this time. Option A: I get spaceplane +, KAX, maybe even B9 and also get station science, fustek station parts, FAR, Deadly Reentry, TAC, that sort of thing and just go for making really nice stations and SSTO ships to take up experiments, resupply, etc etc. Option B: Go for all rocketry stuff, like KW and procedural fairings and stuff and get various rovers, and colonization stuff and go for colonization. Also probably better with real fuels, and TAC and stuff like that. I don't want to do another interstellar setup. I get too bogged down in trying to use all the different reactors and relays and stuff. Either option I can add in stuff like remote tech and EVE/BA as well, I think. But If I try both options, I don't know if I can have enough memory. So, I'll think about it for a few days, also looking for some suggestions or successful combinations of stuff.
  2. Hopefully .24 will actually include a 64 bit client and I can include this back into my games. Whenever I have this mod I tend to make huge space stations and then get lots of crashes from all of the parts loading. Looking forward to seeing the new models for your parts.
  3. Thought of something else, maybe a mark 2 shaped decoupler. If you try to use the others, you get a space between your parts and also the corners stick out. Could be useful in making escape ejection type systems or for maybe using one craft to make multiple things once you arrive at your destination.
  4. Any chance you are going to make something with the Acronym H.E.R.P as well? Because I think you are missing a golden opportunity.
  5. Is there a way to force all parts that use intake air to instead use intakeatmosphere like the interstellar stuff? The two never even match up anyway, or would I have to go through all my part configs and change all of them?
  6. The docking part has 150 monoprop, that isn't good enough for you?
  7. Those parts look awesome! My only request now is a mark2 shaped science lab (it can still remain the same mass as originally) so that we can make cool looking landing crafts for exploration.
  8. If you read back you can see that it is either not having latest version of mod manager or if you have not put the folders in the correct place that is causing this.
  9. Just thought of the ultimate thing you could make, a mark2 science lab!
  10. http://s20.photobucket.com/user/Wrenpheonix/slideshow/Space%20Jumper1?sort=3 I decided to make something that could more reliably take up my nuclear reactor and 1500 units of xenon, and some cargo, so designed this. While working on this and flying it, I ran into where the docking port alignment indicators aren't working great, it seems to not center over the port, so I have to eyeball it.
  11. I basically ripped off RoboRay for my design but I have a crudton more mods installed, so I am using interstellar nuclear reactors and electric generators to provide power and I have b9 for the sabre engine, and the electric power from the generators power two ion engines without the need for solar panels. The hardest part I am working on now is trying to get it to be waste heat neutral. (which it isn't, still heats slowly, but I'd run out of life support before it reaches max) http://s20.photobucket.com/user/Wrenpheonix/slideshow/Spaceplane?sort=3
  12. Huh, I don't remember, I think so? It showed me how many science points I would get, (which was 0 for transmitting) so I assumed it was finalized? Maybe not, but I haven't been able to recreate it as I've started an entire new career game and haven't gotten that far yet.
  13. I'd like to see science stuff to use while not in orbit, such as experiments to use in high atmosphere of planets, things that require insight and consumables on the surface of planets (life detection experiments?), experiments you can only run while during reentry, things like this, stuff and times not usually exploited by science in KSP. Maybe something you can only use while also using that air brake? In any case, I had forgotten to install this on my last game and missed it a bunch.
  14. This is amazing. I've always liked the mark2 stuff, and these parts are super useful and look so very stock and yummy.
  15. Am I being a jerk about this, or am I being ignored on purpose? I'd like a confirmation that you are supposed to use the experiment, transmit the data, and then not be allowed to 'clean' the experiment and have to dispose of it in some way and run it again to get the full amount of science points for that zone on that experiment. If there is something I am overlooking then I'd like to be pointed in the right direction.
  16. Still wondering about the experiments that fail when attempting to return them to Kerbin.
  17. I have not noticed any missing kerbals, DamionFoster. I do have some questions about some of the experiments. Seems like some of them you can't remove the data from, and if you try to deorbit the experiment it tells you it's been ruined, so your only option is to transmit the data. It this intentional or is there some way we are supposed to use these experiments multiple times?
  18. Here is a vid of the awesome clouds in action!
  19. Just build all your permanent satellite/bases or long mission duration craft with the appropriate range communication devices while you wait. You sure don't want to put this in without having your craft prepared.
  20. These clouds are beautiful. Thank you so much for doing this addon.
  21. What happens if you try to run this after updating to 23.5? I have like 18 mods in my interstellar install, so I guess I should just wait for them all to update.
  22. Has anyone ever looked at trying to set up some sort of subscription based mod platform that once you subscribe and launch KSP the platform will check if you have the latest versions of your subscribed mods and alert you or download the newest version so it would be easier to manage all of the mods and plugins we seem to use for KSP? Think Skyrim steam workshop or something. I only ask because now that I have 12 or so mods, and they are all updated at various times, I find I have to spend a good hour or two every day browsing just to see if there are updates. I only ask here because this seems like a logical step for expanded functionality for something called module manager.....
×
×
  • Create New...