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Everything posted by Taco Salad
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Taco Salad replied to Angelo Kerman's topic in KSP1 Mod Releases
Which playmode to do set it to Rocketparts?- 3,509 replies
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- pathfinder
- colonization
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Taco Salad replied to Angelo Kerman's topic in KSP1 Mod Releases
Everyone here's saying it takes Rocketparts, but in my game it says it needs machinery. Any way to set it so assembly needs rocketparts instead of machinery? Or preferably, remove the resource requirements to assemble the modules. I tried ALT+P but the menu doesn't come up, and the pathfinder menu doesn't offer anything either.- 3,509 replies
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SimpleConstruction! (SCON) Stock rocket building
Taco Salad replied to zer0Kerbal's topic in KSP1 Mod Releases
Okay slight warning/disclaimer for those downloading via curseforge. It may also try and download a copy of module manager, even if you already have it installed and I am now dealing with the headache that is causing.- 409 replies
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- addon
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Feel bad asking but, could we maybe get colorable shape primitives? Rectangles, squares, circles, stuff like that. Currently you have to jury rig stuff with Ascii tom-foolery. Would be nice to be able to make colored stripes.
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[1.12] Other Worlds - A Story and Planet Mod
Taco Salad replied to Pkmniako's topic in KSP1 Mod Releases
Two questions, both probably dumb. Does this have Space Dust support, or any plans for it? It'd be cool to run a full Avatar-like mission there and back. And does in game music volume setting affect the music added by this game. I really don't want to miss it, but I can also only handle so much Kevin Macleod. -
Worked this time! Thanks.
- 1,533 replies
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- ship construction
- launchpad
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Unfortunately it causes an error and a crash using it. A shame.
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Oh thanks, I'll have to give this a shot
- 1,533 replies
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About six years ago now I asked for help, and the mod maker gave me a patch that let most of the crewed modules have ground workshop support. Any chance we can get another patch that does the same for orbital workshop functionality? Making it so crewed modules can function both as ground workshops and orbital workshops.
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Since we have the F1-B, will we be getting the J2-X? Or along those lines, a BDB version of the RS-25. Maybe even some shuttle era parts like the SRBs. Not a full orbiter as SOCK and the like has that covered, but stuff such as an adapter for Shuttle to Skylab, or maybe even some more exotic concepts, such as shuttle external tank wetlabs. (Also A plain-white variant of the skylab/wetlab parts that blend in with the standard S-IVB tanks would be dope)
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I've seen people here talk about hydrogen fueled tugs and fuel depots, but with the boiloff system in BDB it doesn't seem feasible. Is there some way to better insulate tanks that I'm not aware of? If not, would it be possible to have a refrigerator part that can eliminate or greatly reduce boiloff. Costs electric charge and needs radiators to transfer the heat into space.
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I took a peek at the dev branch stuff for BDB and somehow broke my USI kontainers and damn, I gotta say the new stuff looks great. Love how clean the revamped parts are, and I like how the lunar lander is now a lot more modular. I can't find for the life of me some images I saw of a concept for a extended lunar stay version of the LM, where the crew hab was expanded, designed to be a separate outpost sent ahead of time before the main crew. Edit: found an image of it