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Everything posted by MacLuky
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
MacLuky replied to Gameslinx's topic in KSP1 Mod Releases
Hi I just visited Lua: Is the terain supposed to look like that? I thought I had set the terrain scatter to max- 1,599 replies
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- kopernicus
- beyond home
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no sorry
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1.25m Science Lab mod idea and habitation
MacLuky replied to planeticegaming's topic in KSP1 Mods Discussions
Feel free to revive the old mod- 8 replies
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[1.05] KerbolBattles Parts Pack [1/2/16]
MacLuky replied to SuicidalInsanity's topic in KSP1 Mod Releases
I do come back every now and then ;-) but if @linuxgurugamer thinks it cannot be salvaged, it can't be salvaged -
Almost there and 100 days to the mars window. But I fear that in 2 years most of the tech will be obsolete
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1972 part 2: getting ready for Mars After a "dad-build-me-a-minecraft-server-please-hiatus" back in Space. We run a number of missions to prepare us for the Mars window and solidify the Moon base. We also show what should have been the SeaDragon, but is an even bigger monster.
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Thanks @Karin I think I used integral steel which is too heavy. I like your approach. Didn’t your launchpad xplode?
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Thats a great idea. I could have saved a bit off weight on the Mars transfer vehicle that way. I thought of undocking and redocking when in storm, but it seems like a lot of work. KAS tubes might be a good alternative. Btw you can transfer regolith.... but you would need a lot RP1 patch of the day LanderCan Mk12 Off course I should support my own mods as well ;-) This is for RP1 and this for RO How I hate that forum auto-merge thingy. Is there a way to force separate posts? if not what is the timeout?
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1972 Part 1 Getting ready for Mars We are aiming for a 1975 manned mission to Mars, with a test run in 1973 which means we must crank up production and learn what it takes to survive in outer space.
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The specs for this are still: i7-8700k/GTX 970/16gb ram? I'll build a PC just for this I am tired of my MacBook melting
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1971 Mayhem at the Moon Explosions and expansions, the moons of Jupiter and a crew in jeopardy.
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RP1 Patch of the day: Benjee's amazing MMSEV mod These patches are not complete, but it is a start. Here are the parts scattered in the RP1 tech tree: Then, if you have RO tanks, this should configure the life support a bit better: This is the patch for kerbalism adding scrubbers and stuff Here is the first stab at Realism Overhaul lots of work to be done
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Assuming you have module manager installed, just create a text file in the game data folder that has the .cfg extension . I create a sub folder _partches so I can find them more easily
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1971 Part 1 We choose to go to the moon, to stay. And figure out how to survive when heading to mars.
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I am contemplating a fresh start on 1.10 or 1.11 with a multi-site game. Kind of what if rather than WW2 an extra terrestrial signal was located, would it not improve unification rather than war and accelerate space travel. But first Mars... I've done red planets on Kerbalism before but this thing is way more complicated However scene changes take up to 2 minutes, its soooo slooooowwww
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I wasn't finished editing but the kids needed help ;-) it was the new base module. I seem to have lost some screenshots. The station around the moon got replaced by a new one that was pushed there using a 120t tug. This thing is massive since it has nearly maxed out shielding
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1970 Part 2 To the Moon, to stay An exciting year with tons of missions, including a new station, a long duration moon project and the glimps of the future.
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RP1 Patch of the day What two patches in one day? Here is the KerbCan, your 1 kerbal seat to space but not back to earth.
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[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)
MacLuky replied to NecroBones's topic in KSP1 Mod Releases
Here is the current state of affairs:- 98 replies
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RP1 Patch of the Day: Real Scale Sea Dragon Sea Dragon is an amazing mod and I struggled to get it to work in RP1 for a long time. It feels balanced with the current patch and they show up in the tree. However, a land launch takes out the 2M$ pad and a sea launch leads to a crushed rocket due to FAR. Show it in the tree Patch the fuel and tanks, this one is weird, I can't get the original measures to work but with these numbers it flies. I think the scale would have compensated for some of the things that ksp does not.
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RP1 Patch of the day Okay I really hate those huge cameras and there are some great models that we are not using for some reason. Here are some different film cameras that you can use:
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I noticed I couldn't find the disable button. For a long mission to mars it would be nice to just put shielding on particular habitats and disable eg. the return capsule. Since I can't disable the habitat I will need to shield it?