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Everything posted by Rory Yammomoto
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ModuleManager has a way to add configurations to other parts. https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook
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You could just have, instead of entirely-colored parts, just have lines and pieces of color that don't go across the entire part, but enough to make it look different from the grey. or even have different shades of grey.
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Nah, that's the normal Beale colour scheme. yeah, it's probably missing textures.
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Any chance that we'll get to manually put the engines on the N-1 upper stages ourselves? it would be nice to put bigger engines on the N-11 and N-111, or better yet, use the upper stage engines in other craft.
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All I can say is... cheeki breeki iv damke.
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I thought they were animated colliders... (I should clarifiy my previous statement: I was expecting them to work as a sort of 'almost dock' system, but...) Anyway, never mind. Testing with a BealeMobile (I crack myself up sometimes) and the largest docking port, the Q8R, functions perfectly fine. I'm going to say gremlins are to blame.
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The docking ports have a problem... The 4GZ one does not extend, and the largest one does not retract. This causes a problem when my first space station for science, Tanteres 1, is a total failure due to the spacecraft not being able to dock. (It's a bit more like Salyut 1, though)
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Is there a Manual? I would love to find out how to make Salyut.
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[1.2x] Bacon Labs Version 1.5, now with Ariane 6
Rory Yammomoto replied to _Augustus_'s topic in KSP1 Mod Releases
Contares has lots of things. Do they all work, though? -
[1.2x] Bacon Labs Version 1.5, now with Ariane 6
Rory Yammomoto replied to _Augustus_'s topic in KSP1 Mod Releases
where is the mod? it is not on the link... -
[1.2x] Bacon Labs Version 1.5, now with Ariane 6
Rory Yammomoto replied to _Augustus_'s topic in KSP1 Mod Releases
OK. I'm down. Downloading. Let's see what is in it... -
This guy is basically where mods go to live when the original mod-makers leave. He is what is left of mods of the past.