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Posts posted by BananaTime101
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1 hour ago, EmbersArc said:
Quick update. Total mess over here. I seem to have forgotten how the whole landing gear system works.
I believe there are a few issues with legs in 1.4.2 and they're getting fixed in 1.4.3 next week, so that could be a cause.
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5 minutes ago, EmbersArc said:
Thanks for the hint. That collider could be better. It's currently just a big box collider. Will be fixed in the next update.
Awesome! Thanks.
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Great mod @EmbersArc thanks for all your work. One thing, I was attempting to do a Falcon Heavy a-like mission and when I separated the boosters, they flipped out and exploded. I traced it back to the landing legs and saw that their colliders were bigger than the actual legs. I was wondering if there was any way you could fix this. Thanks.
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Any chance of an updated SLC-40? Thanks
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2 minutes ago, Kartoffelkuchen said:
I'll probably release my part of the ULA mod
Good on you for doing that. It's not fair for you to make something and then be told it's not going to be released, especially after so long.
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On 14/07/2017 at 3:24 AM, sciencepanda said:
Did someone say Vandenburg?
You, my friend, are an awesome human being.
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Any update on how the gridfins are doing?
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4 hours ago, EmbersArc said:
Look at this angry waffle iron.
Looks awesome!
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33 minutes ago, EmbersArc said:
They look like a nightmare to model. But they also look badass and I definitely have to try.
Awesome! Good luck
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Any chance we could get the awesome looking new titanium gridfins?
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This is exactly what I've been looking for!
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5 hours ago, EmbersArc said:
I once worked on reusable fairings. Both a "cargo bay" variant that could open and close and individual fairing halves that would separate and land:
thanks!
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Any chance reusable fairings could be a thing?
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I know it's already a known issue and has been for quite some time, but is there any way of fixing the bug where making the root part of a craft the engine causes the plume not to show? Thanks.EDIT: I found a workaround
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Just now, sciencepanda said:
Already did! The manual button that on other pads would retract the tower all the way now opens the claws and slightly retracts the TEL, with the full retraction occurring at liftoff.
Ahhh right! Thanks again.
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Just now, sciencepanda said:
Vandenberg is a good idea. Lately I've been working on updating the FH tower at 39A based on what was seen at the first real launch with that tower, including making a copy of it for the F9 configuration. Expect to see that soon.
Awesome! Will you be adding the slight retraction at T-4 Minutes and then the full retraction at liftoff for the 39A TEL? Also thanks for the reply
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If you ever get back to doing this pack (I understand IRL things can get in the way) Would there be any chance of a Vandenberg TEL? Thanks.
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Awesome Update, Thanks a lot! Although I think I prefer the all white S1 instead of the black section
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5 hours ago, AlphaKerman said:
Any idea how to fix fairing not opening on Atlas launch pack? I know it's outdated but if there's someway to fix it, that'd be great. If can't, no problem anyway. Just wanted to use the Atlas pack again tho..
I think it requires OSFairings Not sure if it works in 1.2.2 though
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In KSP when trying to make engine clusters, sometimes you have to use the move gizmo to get them right. However, sometimes you can't move it all the way out otherwise the annoying top of the engine pokes out. What I'm suggesting is there to be a left click option on engines to remove this piece. (If even possible) This is what i'm taking about.
Thanks
-Banana
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@Kartoffelkuchen Will you be making a video for Iridium NEXT? Really Excited For Launch. Also, nice job on that fairing texture
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21 minutes ago, Kartoffelkuchen said:
SpaceX Pack V.4
* Added Interplanetary Transportation System: Raptor (vacuum & surface), ship, booster
* Removed OSF dependency to make fairings work again
YES YES YES! Thanks!
[1.9.x] Launch Towers Pack
in KSP1 Mod Releases
Posted
Woah, looks great!