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Everything posted by Dimas152
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actually sxt had a folding wing idk if it's re-entry proof
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where's the hangar located tho
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[1.4.x - 1.7.x] Scott Manley Head Pack Continued!
Dimas152 replied to Heirloom's topic in KSP1 Mod Releases
NO YOU DON'T -
the KV-2 turret seems bugged, when i fire it it just rapidfires, depleting all the ammos in seconds without firing any projectiles
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i have this problem since 1.3.x everytime i load AP+ parts with this mod installed, some of them lost their textures and turned white at "stock", when i checked into the files, they got replaced into the wrong folder replacing them again in the right folder fixes this, but some parts that use textures from Squad folder can't be fixed
- 247 replies
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- camouflage
- invisible aircraft armor
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this idea reminds me of Nassault's Voyager a human probe crash landed on Kerbin, while three kerbals landed their warpship on Earth
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KSR Airports for Kerbinside Remastered
Dimas152 replied to AdmiralTigerclaw's topic in KSP1 Mod Development
a simple suggestion International airport in region O island, two runways, name it "Soekerman-Gatta Intl", runway pointing 25 and 7 deg -
uuuhhh how bout the Modular Launch Pad mod parts equipped with the stock large wheels that we never use?
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i have an idea parts with missile-unguided module (like unguided bombs and rockets) should have a really high impact tolerance, and a tweakable timed fuze, so the part explodes upon the time set on it after impact with ground/other vessel
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there's one, you'll need contract configurator, it's called Kerbal Academy
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why don't you ask this on add-on discussion? wait this reminds me of the smol rover that accompanied jeb in the loud and clear trailer...
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how about building a harbor with KK somewhere else a little bit north so we can cut up the time? (if only someone have it) and yeah that carrier idea seems nice, or maybe just a coast guard ship with a heli that carries a mini sub?
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icebreakers can't be built, but how about putting these huge wheels that we never use under the ship so it acts like icebreakers? (the ship are driven on top of the ice instead breaking through it)
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btw, no one gone there the naval way? like irl
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i remember someone did a walking hexapod and quadrapod thing with IR, but yeah it's not updated no walker mods for 1.4.x... yet
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installed as always, yes i have painted the parts from the variant option, in the editor they're black, but when i launched it they return to default, reverting to hangar doesn't give the black textures back
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i have a problem here after i recolor parts with this paint pack, launched it, the colors gone and turned into stock colors no log rn i'll try to launch ksp later
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cold temperatures freezing a jet engine
Dimas152 replied to guesswho2778's topic in KSP1 Mods Discussions
seems like a nice idea then we need a de-icing equipment -
the TARDIS behind the boxes seems like it was from Kerbal Konstructs, i found it when looking through placed statics near KSC
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Bahamuto Dynamics Armory Continued addon list
Dimas152 replied to Dimas152's topic in KSP1 Mods Discussions
bumping this thread -
BDA STUFF: WW1/2 Weaponry for BDAc 1.2.X?
Dimas152 replied to PossiblyPrecarious's topic in KSP1 Mods Discussions
SMArmory have a WW1 era lewis gun, with 3 variants -
it's ok fam, i just can't do things without procrastinating it
- 373 replies
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- passenger
- jet engine
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(and 3 more)
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