YourAgony
-
Posts
60 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by YourAgony
-
-
3 minutes ago, CobaltWolf said:
Looks like you placed the ramp too high up on the side of the descent stage. The triangular struts that mount it to the stage shouldn't be sticking up like that. With that said, you could probably decouple the rover and it will be fine... I hope... quicksave first..
Thanks a lot
-
Hello @CobaltWolf, am I doing something wrong or could it be that the ramp is too short? would it be possible for you to make a foldable ramp out of it?
-
1 minute ago, benjee10 said:
Currently focusing on SLS & the HabTech reworks, but after that Buran will be my main priority.
sounds great As I said, great mods and really great work
-
3 minutes ago, benjee10 said:
If you read up the thread a bit you will a discussion about this.
i found it Thanks a lot
is there any news about Buran?
Otherwise I can only say great work, your mods are great
-
Hello Benjee10,
I know the Shuttle and Mechjeb docking doesn't work (unfortunately). Strangely enough, it worked for me a while ago, but I don't know why it doesn't work anymore... I know you've said it doesn't work before, but wouldn't it be possible, especially for less experienced players, to make a small change for your Shuttle Mod and MechJeb? I really really like using your shuttle mod, but if I don't have the option to dock automatically, I really lose a lot when playing.
-
39 minutes ago, Doc Shaftoe said:
@YourAgony SOCK already includes a Spacelab. There's no IVA, but as far as I'm aware, it's a functional laboratory.
oh yes you are right completely forgotten
-
On 8/27/2022 at 7:33 PM, Sanchez_1 said:
Anyone know if Benjee is planning on adding openable ET doors on the aft section?
that would be nice
On 8/24/2022 at 7:20 AM, Invaderchaos said:@Invaderchaos is there a plan for Spacelab?
-
On 7/30/2022 at 11:37 AM, Arthurism said:
It's in the main branch now!
https://github.com/Arthurism/SOCKrepaintedSorry for taking so long, I could only work on the mod on weekends
Great work, Thank you
-
as example many black tiles in different positions (only for Challenger)
-
Hello @Arthurism ,
Nice work so far but is it possible to change the vertical Stabilizer so it would look more like Challenger?
-
-
15 hours ago, Pointblank66 said:
That's the thing, I am already doing that but the thing is, scaling them to fit it inside the payload bay WITHOUT clipping them into it results into them being to small, and scaling them to the right size results in them fitting perfectly but WITH clipping through the bottom of the payload bay.. Besides that, those payload utilities are made for the default payload bay after all. And being me I'm very much a perfectionist with this game and can get very irritated when certain designs or kitbashes don't look right (°ー°〃)
And being me I'm very much a perfectionist with this game and can get very irritated when certain designs or kitbashes don't look right (°ー°〃) -------- i know what you mean, but there is no better solution or you make a new mod
-
On 12/5/2021 at 4:04 AM, Pointblank66 said:
Will this mod eventually also get the additional payload bay components like e.g. the EDO pallet, sunshade and the science pallet(which was used on, iirc, most of the spacelab missions).
If needed I can provide some visual documentations on some if you wantIf you want those things - you can try it with "Cormorant Aeronology Mod" its old but it works for me - only some scale adjustments
https://github.com/Pak84/Cormorant-Aeronology
https://github.com/Pak84/Cormorant-Aeronology/tree/master/Assets/payloadUtilities
-
@Invaderchaos what do you think?
-
17 hours ago, pTrevTrevs said:
There’s a submod for this that focuses on texture variants, I think it’s called SOCK Recolored or something like that. You might do better to ask there.
Also Challenger had a slightly different tile pattern around her side hatch, as well as more TPS tiles on the sides of the payload bay like Columbia had on her earlier missions.
Thanks a lot i will try it
-
Hi Benjee10, I have a short question for you and I hope you can help me further ....
Is there somehow the possibility that you might find some time and maybe make two small texture changes for me ....
I'm a big fan of your mods and a big fan of the Space Shuttle Challenger, so now to my questions and requests ...
Is it possible that you could adjust the vertical stabilizer and the outer elevons so that they look like the Challenger?
-
16 hours ago, Emma4623 said:
I dont know what I am doing wrong. In the part list in the VAB/SPH is all fine but when I load it ~50% of the textures are missing - just pitch black
hi, which KSP Version and are you using the old Alcentar Mod or the rebalanced?
-
16 hours ago, Dominiquini said:
What option should I use to transfer from Kerbin (Planet) to Mun (Moon)?
Thanks
Hi .... from Kerbin to Mun -> i use Rendevous Mode and set the distance to 200000 m .... fine tuning with Engines
ican't use this fine mod since KSP Update to 1.12
-
Hi, great job ... I have a question about APAS .... do they only work with each other or do they work with other APAS from other mods? I tried to dock with the IDA from the CST-100 mods, but somehow it seems to collide and then docking is impossible .... Please for a short info Many thanks in advance
-
1 hour ago, pmborg said:
oops, i forgot to add his name thanks for reminding me i will change that immediately
-
Hello, sorry if this topic has already been discussed ...
I have a problem with the Crew Dragon Trunk ... the button for opening the umbilical does not appear ...
with the Dragon 2 Cargo Trunk this is available ... couldn't find anything in the cfg's either, both are identical at that point ... @Kartoffelkuchena short feedback would be nice best regards and continue with your great mod's
i use KSP 1.10.1
-
hi,
is it possible that you also continue the Apollo Saturn V mod from DECQ ???? that would be awesome
-
10 hours ago, MIL-SPEC said:
Yep i have same problem, Atlas V in most configurations is very unbalanced... even SAS doesn't help either and can't stabilize the rocket at certain heights!
with old school fairing and mechjeb it works for me in most of my launches
-
On 8/8/2020 at 9:21 AM, benjee10 said:
Radiators on the payload bay use the mapped shader which isn’t supported in earlier version.
thanks for the Info ....
and for your great work
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
@CobaltWolf
Tried again - Ramp position lowered so the vehicle does not touch the top of the descent stage when the ramp is retracted... when the ramp is extended the ramp hits the ground at an angle of 58 degrees... but 58 degrees is pretty steep... Don't you think so too? maybe a foldable ramp?