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About pTrevTrevs

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    Space Shuttle Door Gunner

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  • Location
    76th Space Shuttle Attack Wing, Shackleton Crater, American Lunar Territory

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  1. Suggestion (if it hasn't been mentioned/implemented already): Add an option to display the Orbiter's name on the corner of the payload bay doors, like Enterprise and Columbia had in their earlier days.
  2. Maybe it's just me, since I trust you've got good resources for the LEM, but is the descent stage really that small compared to the ascent stage?
  3. Question: With the B9PartSwitch now being a heavily-used tool in this mod, will there be a variant of the Service Module without the SIM bay and its handholds? Also, I’ve been retroactively watching the recorded dev streams and I would be remiss if I didn’t mention how the link someone shared to their concept for an Orbiter-derived Space Station Enterprise made me both sickened and intrigued. Props to whoever’s the first to make that abomination using SOCK and ReDirect parts...
  4. Haven't paid my screenshot tax since returning to this mod, so here's a little bit of what I've been doing lately: Mariner-B probes visiting Minmus in JNSQ. First one performed a flyby, second one impacted the surface. Improvised Pegasus satellite on Saturn I. Really hoping we'll get some dedicated Pegasus parts when Saturn I gets revamped.
  5. Experiencing a weird problem with the Atlas booster skirt and I'm really not sure what to make of it. When it's separated it doesn't fall away from the sustainer core, but rather fixes itself right behind the vehicle and follows it into orbit. Once I active timewarp outside of the atmosphere it pops out of sight and I can sometimes see it as a marker hundreds of kilometers behind me, but until then it just eerily hangs behind the Atlas. Moving the vehicle itself doesn't affect the skirt; here the Atlas is pointing roughly anti-normal about 30 seconds after skirt jettison. As you can
  6. Question, does anyone use BDB alongside Kerbalism? I've started a new JNSQ game for 1.11 with these mods, and one annoying thing I've noticed is that most of BDB's built in science experiments will never fit in Kerbalism's hard-drives in the early game. The most data the mod lets you store in a given probe core is around 1.5 MB, but almost all of BDB's experiments weigh in at over 5 GB. Sorry if this has been asked before. If the Kerbalism thread would be a more appropriate place to find out about this I'll move my questions there.
  7. Google reverse image search indicates the first photo is of the Apollo 14 launch and the second is of Apollo 4.
  8. Oh heck yeah, I've been waiting for this mod to be resurrected. Definitely gonna add it to the shopping list for my next modded career save.
  9. #StuffElonSays Seriously, I bet right now that's about as likely to happen as Crew Dragon making a propulsive landing on a helipad was when Elon promised it years ago.
  10. It looks like my problem wasn't directly related to this mod after all, because it still happens exactly the same way even when I remove all the Modular Launch Pads hardware from the craft file and test it on the pad. Fortunately by doing that, I was able to get a better look at what exactly was happening to the ship, and it seems that whenever an animation was triggered, such as a cargo bay opening or landing gear extending, all the radial decouplers would break off. So the SRBs and Orbiter all fell off the ET, which became unsupported and fell to the ground and exploded. Switching the SRB de
  11. Yeah, I thought about that after I closed the game, but I don't think I moved the Mobile Launcher at all since my last flight; only the FSS and RSS. I'll double check and let you know.
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