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Everything posted by Feradose
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Calculates the thrust for four nozzles, and yes, its balanced.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Feradose replied to bac9's topic in KSP1 Mod Development
I love these wings! But, these wings are really, really wobbly. Does anyone know a solution? (Other than 8 struts per wing..) -
Terribly stuck beetween my transfer engine Skipper and Wheesley jet engine.
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What is going on in here?
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Medium survey unit will not "click" to OKTO
Feradose replied to Lohan2008's topic in KSP1 Gameplay Questions and Tutorials
Since kethane is an old mod, its nodes are not ready for KSP's new attachment system yet. -
Nope! Sampa
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If you can make changing the colours via a tweakable instead of cluttering, sure
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I think the game uses one core per vessel inside the same physics bubble. It would lag a little bit more than half of it when youre using two 150 parts instead of 300 parts, since 300parts will be stuffed in one core and two 150 part ships will be using two cores.
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I wish I could use 64bit already
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[1.0.4] EnginesPlus! THE BIG UPDATE HAS ARRIVED! :D (2.0)
Feradose replied to SmashingKirby148's topic in KSP1 Mod Releases
Good old radial staging -
[1.0.4] EnginesPlus! THE BIG UPDATE HAS ARRIVED! :D (2.0)
Feradose replied to SmashingKirby148's topic in KSP1 Mod Releases
Yes, it is very useful for my big-S atmospheric landers. -
How come the rest of us survive? Is your install bugged?
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This gets many true points. I use FAR too, but the stock atmosphere isnt nowhere as bad as 0.90's, the overhaul did a pretty damn good job. I dont understand "I hate X because I cant do Y anymore, and I refuse to do little, logical workarounds to do it again."
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Is this really a problem? It makes the game a lot more fun in my opinion. But then again, it is only my opinion.
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Accidentally landed in an extremely ore rich, flat ground right next to another biome.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Feradose replied to SuicidalInsanity's topic in KSP1 Mod Releases
Brakes off, engine inactive, no effects or graphics mods.- 1,496 replies
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- mk2
- spaceplanes
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Feradose replied to SuicidalInsanity's topic in KSP1 Mod Releases
Afterburner keeps having the shock diamods effect even on launchpad and not started, is this a feature or will this be fixed?- 1,496 replies
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- mk2
- spaceplanes
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(and 1 more)
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How about Big-S concentrated panels? (Or a giant mirror that focuses light on a generator to generate electric) Would make Moho-Dres region easier
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As a rover lover, I would mind if the sun started rushing in the sky, even at 100x timewarp. Wouldnt matter a lot for planes, unless youre flying an SSTSomeCelestialBody that needs its launch window. Waiting for someone to go to even Dres and making my sun rotate around Kerbin (haha) incredibly fast while I am on a mining operation would also be bad. Also, do atmosphereless power landings count as planetary actions that do de-sync? Wouldnt feel great if your perfectly aligned landing zone was suddenly pitch black..
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Squid went too far but I find the K-Syndrome childish and I do not mind it having K's everywhere.
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I think that should be in the "optional" list, but even better, the game should calculate the amount of deltaV (and twr and electrical capabilities) you have currently, and pick some contracts considering those and give it a margin of error for time related Dv changes from a contract list.