SkylerA.

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Everything posted by SkylerA.

  1. SkylerA.

    Kerbal Weights

    Kerbal Weights Various weights for al your everyday needs. Tweakscale recommended. Download on SpaceDock Download on Curse This parts pack includes a variety of different weights for use wherever need be. Examples: Launcher ballast, side-mounted rover counterweight, submarine ballast. The inline weights can decouple, leaving only a lighter mount behind. Tweakscale is highly recommended as there are only one size in terms of diameter for the weights. Screenshots http://imgur.com/a/dw3JX Kerbal Weights by SkylerA. is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. SkylerA.

    Kerbal Weights

    @ThatHomelessGuy Will do, that sounds like a great idea and not too hard. I will work on it today.
  3. SkylerA.

    Kerbal Weights

    Version 1.01 Patch for 1.2 Added additional probe functions to heavy nosecones
  4. SkylerA.

    Kerbal Weights

    They should, I haven't checked yet as I just recently got my hands on a working copy of 1.2.
  5. SkylerA.

    Kerbal Weights

    Version 1.0 Released! Full Release! Added 1.25m and 2.5m Heavy Nosecones Added 0.5m Inline Weight Mount and Weight Added descriptions to all parts Fixed weights on some parts
  6. SkylerA.

    EngineFX Module Help

    How do you use the "EngineFX" module in an engine config with multiple nozzles? I can't seem to figure it out. Thanks
  7. SkylerA.

    Kerbal Weights

    Version 0.31 Released! Anvil added because of popular demand Radial Weight Mount placement bug fixed Now places correctly on flat surfaces, not sideways and on the object
  8. SkylerA.

    Kerbal Weights

    Version 0.3 Released Now supports KSP 1.1.2 Fixed size issue with Inline Weights Made "click strips" more clickable Remodeled/retextured Radial Mount Same look, slightly different model Due to a weird error, the mount must be turned to the correct position in the VAB
  9. SkylerA.

    Kerbal Weights

    It's calculated so that the max amount of leadWeight you can put in there would be the maximum amount of lead you could put in there in real life (approximately). Basically the same as 0.1, but with better masses and being able to lower those masses
  10. SkylerA.

    Kerbal Weights

    Version 0.2 Released! Remodels, retextures, and proper mass values: fill your weights with however much lead you want (within reason of course)
  11. SkylerA.

    Kerbal Weights

    @Boosterpack This will probably addressed in 0.2. I currently just have round numbers for the masses, but later I will calculate it differently