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Everything posted by Sgt Doomball
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GOODBYE EVER ONE THIS IS SGT CANNONBALL SIGNING OFF FOR THE LAST TIME.
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Thanks
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Hey, everyone, I would like to first say thank you to all the people who helped me with my issues and to all the mod developers who improve the gameplay of KSP. Now for the reason, I'm writing this, I am going offline, permanently. This is due to the reason that too much to do in my life that I can't stay on point, especially around this time due to tests. So I am sad to make this decision but I know it is the right one. So the time I will be going is May 18, 2018, at 1005 hours CST. But I'll leave you all with two things: "Nothing in this universe infinite it only finite until someone makes it infinite."-SGT Doomball
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Unity Blueprints
Sgt Doomball replied to Sgt Doomball's topic in KSP1 Gameplay Questions and Tutorials
Close this already got answer. -
How should I install blueprints like the one for the REESES seat it is a unity file and not made completely into a mod
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[Airships in 1.12.3] HooliganLabs Mods
Sgt Doomball replied to JewelShisen's topic in KSP1 Mod Releases
Will this improve water physics in KSP? -
There is a problem with the elevator fin when you mirror the part, it does not match the other and moves like it would when you have ailerons. It is the high efficiency fin
- 233 replies
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- aoa technologies
- plane parts
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(and 2 more)
Tagged with:
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Spoiler
To Anyone who likes the p-47 or WWII or both, my school is building a 1/3 scale P-47 Razorback
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Please if any of you want, can you help me update the Mk22 cockpit to bring it up to 1.4.0 + standards.
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New Runway
Sgt Doomball replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
thanks -
New Runway
Sgt Doomball replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
I am going to get a haircut so ill be gone for a bit. -
New Runway
Sgt Doomball replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
@goduranus The problem with that is that the engines are very heavy and the plane tips back. -
New Runway
Sgt Doomball replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
I did have two other engines on the sides and that was the original plan but it was not enough thrust And the mod was Mk2 Expansion -
New Runway
Sgt Doomball replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
the rocket was an attempt to start the scramjet engine but it failed and the rocket is ejected after launch -
New Runway
Sgt Doomball replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
https://kerbalx.com/Military-Man/x-2 https://kerbalx.com/Military-Man/X-1 -
New Runway
Sgt Doomball replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
The runway is still the same the atmos. properties are changed And the craft file is uploading to KerbalX right now and it going to take awhile. will provide link to page -
New Runway
Sgt Doomball replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
I have tried with JATO/RATO and it still falls -
New Runway
Sgt Doomball replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
Well have ever done pure atmospheric airplanes and did you use solid boosters. That the problem when you are flying something that is like an sr-71 you don't get a long enough runway to generate lift. And what if you are using FAR. -
Ok, imagine that you have this plane about the size of a B-52 in KSP. You start takeoff and you reach the end of the runway before you build enough lift. And you know the rest. What I think that KSP needs next is a runway that runs from 2 meters away from the monolith ending 4 meters from the water to 5 meters away from the hills. The runway will be added when a player in science or career mode levels up the main runway to level 2. the Runway will need to be slightly wider than the main runway for space/aircraft that can't fit or for launching 4 or more fighter sized aircraft.
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Ok, imagine that you have this plane about the size of a B-52 in KSP. You start takeoff and you reach the end of the runway before you build enough lift. And you know the rest. What I think that KSP needs next is a runway that runs from 2 meters away from the monolith ending 4 meters from the water to 5 meters away from the hills. The runway will be added when a player in science or career mode levels up the main runway to level 2. the Runway will need to be slightly wider than the main runway for space/aircraft that can't fit or for launching 4 or more fighter sized aircraft.
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Five parts were not recognized and one of them was the seat.