Burning Kan

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About Burning Kan

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    Sr. Spacecraft Engineer

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  1. https://www.color-hex.com/color/000000
  2. https://forum.kerbalspaceprogram.com/index.php?/topic/119211-wip-kopernicus-expansion-v02-comets-footprints-new-pqsmods-for-kopernicus/&page=10 not testet yet but seems to work fine.
  3. Thanks for the fantastic work u have done ,and congratz to be a starmod-http://kerbaldevteam.tumblr.com/
  4. @Xd the great old but shows the principle https://www.youtube.com/watch?v=rPh1DfwJpMA
  5. First, thanks²³.Hope this mod gets 10000+ downloads that brings me to two,some happend with it-some cursforge error at least some pictures of this HOLY COW mod this mod gives a good reason to not build any tanks or uncrewed stuff between crewed stuff,realy enjoy that.
  6. will try to host this on github when time ,THX @Mecripp
  7. hope that helps @Svm420 https://wiki.kerbalspaceprogram.com/wiki/Module#FlagDecal
  8. go to the alcor thread: https://forum.kerbalspaceprogram.com/index.php?/topic/50272-143alcoradvanced-landing-capsule-for-orbital-rendezvous-by-aset-08022017/&page=84 there will come updated landing legs here the cfg for it in the meentime PART { // --- general parameters --- name = ASET_LL module = Part author = AlexUstas // --- node definitions --- node_attach = 0.0, 0.0, 0.0, 1.0, 0, 0, 2 // --- editor parameters --- TechRequired = advLanding entryCost = 4100 cost = 340 category = Utility subcategory = 0 title = ASET Landing Leg manufacturer = A.S.E.T. description = // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 bulkheadProfiles = srf maxTemp = 1200 //CoMOffset = 0, 0, 0 breakingForce = 800 breakingTorque = 800 MODULE { name = ModuleAnimateGeneric animationName = KLLDeployAnim isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle allowAnimationWhileShielded = False } // MODULE // { // // name = ModuleLandingLeg // // animationName = KLLDeployAnim // wheelColliderName = wheelCollider // suspensionTransformName = Piston // orientFootToGround = false // landingFootName = FootHing // // Axis is aligned forward instead of up // alignFootUp = false // suspensionUpperLimit = 0.65 // impactTolerance = 6500 // suspensionOffset = 0, 0,0 // suspensionSpring = 5 // suspensionDamper = 0 // } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = locator23 rotatorsName = locator22 } CONSTRAINLOOKFX { targetName = locator22 rotatorsName = locator23 } CONSTRAINLOOKFX { targetName = locator17 rotatorsName = locator19 } CONSTRAINLOOKFX { targetName = locator19 rotatorsName = locator17 } } MODULE { name = USI_InertialDampener } }
  9. love the new hatches & the round windows & the lights(green) great improvement for the FOV(hope the kerbal dont sit to high/or near the glass) open/closeable storage doors OMG rover variant (iam speechless) the inside sunk handrails also noteworthy(dont stick out like on the old one) the will have a diff mass . YESSS, thats i want to hear/read i guess the kerbal sit both in the first line ,or not in the middle like in the old one ,or the had the window frame in front? nice news/great work thx
  10. http://kerbaldevteam.tumblr.com/ edited:missed the thread for:https://forum.kerbalspaceprogram.com/index.php?/topic/179470-a-preview-of-the-mk2-lander-can/ great news!
  11. all clear ,thx thought that would not run good on a normal system,but never say never maybe in ten years from now?
  12. i open it with dx 12 and all looks good so far,sry to come upwith this again but is the warning also for dx 12 users?