Overlocker96

Members
  • Content count

    17
  • Joined

  • Last visited

Community Reputation

20 Excellent

1 Follower

About Overlocker96

  • Rank
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. The only "issue" I have with this mod, is that the New Mk1-3 Pod have the handrails in both sides of the ladder stick trough the BPC. same with the windows and Z clipping, other than that it works fine.
  2. Do you have plans to update the Interstage Plates to use the new system added in 1.4.X as its used in Making History Expansion? I mean, the Engine Plates of making history where you can change the number of nodes and lenght of the interstage, so an example of the system is in those parts. I think is called Module Dynamic Nodes and the Module Part Variants for the lenght.
  3. Overlocker96

    [1.3.0] RLA Recontinued 14.1.0

    It looks like the last update (1.4.2) fixed old Engine FX bugs. Now all Engines and RCS Thrusters work fine, except the MPR-1R "Fog" MonoPropellant Engine, that uses the same FX as the EVA RCS, and that effect seems oddly big for the tiny engine.
  4. Overlocker96

    [1.3.0] RLA Recontinued 14.1.0

    Except for some of the Engine FX, like the Albatross, that is backwards... I suppose its because of the deprecated old particle FX model.
  5. VX Series II configs! I always wanted that those engines had Real Plumes Also, I always replace the RS25loop sound with the sound_altloop2 from KW, because RS25loop is about 14Mb is size... and the space that takes can be used to install some few Mb mods...
  6. My ISV Venture Star is taking shape thanks to this mod. Only propulsion section made, for now...
  7. I agree with this, I always have downloaded the default MRS mod, and deleted some of the parts that I think doesn't fit very well on a stockalike installation with other mods: - Fuel Tank Folder: Because if you have installer Fuel Tanks Plus and Color Coded Canisters, most of them are already there with better textures; also the radial mini tank have variants in the SpaceY mod; and the 0.625 Jet tank is stock now. - Docking Helpers, personally, I have never used this ones... other people that are not so used to docking may use this. - Cargo Bays: Really useful, but I think that the should have some color change to match the services bays of SpaceY. - RCS Blocks: Useful stockalike addition, 45 degree ones and 5 way (Apollo Like) ones; unless you use RLA stockalike, because it has already a bunch of stockalike RCS Blocks. - Jet Engines and Intakes: Stock KSP already has a 0.625m jet engine, and the same for air intake. 0.625 turbojet is useful as is its pointy intake, but black models should really be updated, they are still the old ksp non-Porkjet look. - Various Adapters: They are somewhat useful, but if you use other stockalike mods like RLA, there are already 1.25 to 0.625 adapters. The rest of the parts are pretty "integrated" with otehr stockalike mods as well as the "Necrobones Family Mods".
  8. Overlocker96

    [1.4.3] KRE - Kerbal Reusability Expansion

    This is what can be done with this awesome mod! Falcon 9 First Stage "replica" (Has only 7 engines I know ). Landed in the SpaceX Barge with point accuracy with a bit of help from Mechjeb. Mods used for the replica: Kerbal Reusability Expansion, Fuel Tank Plus, Color Coded Canisters, SpaceY Heavy Lifters, SpaceX Drone Barge (KK Static).
  9. I always wanted to do the Normandy SR1 with OPT SpacePlane Parts: Tomorrow, I'll try to make the Tempest Using the new H Fuselage
  10. Overlocker96

    [Spoiler] Easter Egg Stocktake 1.1.3 Done

    Yeah, I had the pic for the Northern UFO, and I didn't know about the second Green Monolith...
  11. Overlocker96

    [Spoiler] Easter Egg Stocktake 1.1.3 Done

    Here are the new easter eggs: Moho: Green "Moholith" | -66.77 -51.62 Also there's a anomaly at the North Sinkhole, but there's nothing there, this anomaly is only for location. Eve: Green Monolith | 33.10 -146.59 Gilly: Green Monolith | -67.76 163.09 Kerbin: KSC Mk1 Pod Memorial Monolith at the Mountains West of KSC | -0.6 -80.7 Island Airfield Northern Monolith | 35.57 -74.98 Southern Highlands Monolith | -28.81 -13.44 KSC-2 | 20.58 -146.41 Desert Pyramids | -6.51 -141.69 Mun: Armstrong Memorial | 0.7 22.75 Small Crater South Munolith | -9.83 -5.87 Mun Arch East of Armstrong Memorial | 12.44 39.18 Western Mun Arch | -12.44 -140.82 East-Side Crater Rim Mun Arch | 2.47 81.51 Northern Mesa Munolith | 57.66 9.14 South Deep Hole Munolith | -82.21 102.93 South Pole UFO | -70.96 68.14 Minmus: Old Monolith | 23.77 60.05 Green Monolith | -0.22 45.41 Duna: Curiosity Cam (New Model!) | -30.34 -28.81 Duna Face | 17.06 -85.46 Duna SSTV Mountain (Now sound is above ground!) | -66.05 -160.88 Duna Green Monolith | 0.23 151.94 Ike: Green Monolith | -31.30 16.50 Dres: Green Monolith | -31.30 16.50 Laythe: Green Monolith | -9.77 162.41 Vall: Vall-henge | -60.3 84 Green Monolith | 33.42 164.41 Tylo: Tylo Cave | 40.2 174.14 Green Monolith | -15.14 108.63 Bop: Dead Space Kraken | 68.2 118.4 Green Monolith | 6.24 -81.27 Pol: Green Monolith | -18.75 16.30 Eeloo: Green Monolith | 44.34 -62.69
  12. Overlocker96

    [Spoiler] Easter Egg Stocktake 1.1.3 Done

    There's some new easter eggs now in version 1.2 (well the prerelease builds), and I'm not talking about the new dishes around Kerbin, I'm talking about green monoliths on near all the planets and moons that didn't have any easter egg. I'm still researching and scanning the planets but tomorrow I can show here some pics and the locations...
  13. Overlocker96

    [1.3.0] Kerbalism v1.2.9

    Wow, this last command console addition is awesome! Now this mod is like a pack, it has features from life support, realistic radiation, part failures, crew sanity, and now a console to program automatic action in a similar way to kOS. Yeah, this mod is a must have for realism...
  14. Here is the meaning of the config for Radiation Emitters And here the example:
  15. Now that Kerbalism has a new radiation model that allow parts to emmit radiation, you have plans to add a MM patch to make the RTG and the NERVAs in your mod to emmit radiation?