Burning Kan

Members
  • Content Count

    284
  • Joined

  • Last visited

Community Reputation

194 Excellent

About Burning Kan

  • Rank
    Sr. Spacecraft Engineer

Profile Information

  • Location in now
  • Interests ksp/space engineering

Recent Profile Visitors

776 profile views
  1. @Xd the great old but shows the principle https://www.youtube.com/watch?v=rPh1DfwJpMA
  2. Burning Kan

    [WIP] Free IVA Alpha v0.0.5 [1.6.x] (2019-02-06)

    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.
  3. Burning Kan

    [1.4.5] Aset´s Deployable Light Globe(KIS EVA Part)

    will try to host this on github when time ,THX @Mecripp
  4. Burning Kan

    ModuleResourceConverter Documentation

    hope that helps @Svm420 https://wiki.kerbalspaceprogram.com/wiki/Module#FlagDecal
  5. Burning Kan

    Aset/Conquest Landing Legs

    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 } }
  6. Burning Kan

    A "KSP Loading..." Preview: the Mk2 Lander Can

    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
  7. Burning Kan

    1.5.1 Hotfix

    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!
  8. and where the from?(mod).looking nice
  9. all clear ,thx thought that would not run good on a normal system,but never say never maybe in ten years from now?
  10. 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?
  11. works well in 1.5.1 whats your prob- just say its broken dosnt be very usefull.install it again with all depencys.
  12. Burning Kan

    [1.6+] Kerbal Inventory System (KIS) v1.18

    dont see the sens of what it should bring to attach a kerbal to a ladder,wile as u sayed squad fix the ladder gliding glitch in 1.5 in the first tests your tether works fine for situations like this -will investigate more this weekend
  13. Burning Kan

    [1.6+] Kerbal Inventory System (KIS) v1.18

    Thank you very much, tbh i havnt test it much but its a long term project - testphase yes the performance would be a problem- and to be honest tethers dont change the game much,(not so cool as i thought-same with mag. boots) but your mod s are GAMECHANGING. THANKs