Xt007
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Everything posted by Xt007
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Good performance and good visual mods combination
Xt007 replied to Kapitalizing Every Word's topic in KSP1 Mods Discussions
Spectra -
Alternate Gemini... First stage: 2 x LR79's and 4 x Algol 1B's
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The mod (I still love you) has potential for this. Although it would involve an external capture program and would introduce a lot of lag.
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KSP Interstellar Extended can do this
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Found out all of @Well mods fit very nicely into the styling, physics, and ahem.. atmosphere of Beyond Home at 2.5x scale
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Stretching the legs on the way to minimus
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[1.12.2] - CSI Tech Tree [0.5] -- USI Suite Updated
Xt007 replied to Cruesoe's topic in KSP1 Mod Releases
Awesome that you're working on bdb. Any chance to prune science parts that are redundant or have no kerbalism configs? -
[1.12.2] - CSI Tech Tree [0.5] -- USI Suite Updated
Xt007 replied to Cruesoe's topic in KSP1 Mod Releases
Thank you for this tree! Early game is well balanced, encouraging creative solutions with low tech but not requiring ludicrous creations. -
In addition PF is nice to use as an adapter between different sized stages when stock won't cut it.
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@Vanamonde Any update on restoration?
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RO Spacecraft hitting Atmosphere very fast Whats wrong?
Xt007 replied to Rockettom0374's topic in KSP1 Mods Discussions
Interesting, are you playing stock scale or rss? And is the config for real scale boosters matching your scale?- 1 reply
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- realism overhaul
- ksp
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Motorized parts are crazy floppy
Xt007 replied to colin_in_space's topic in KSP1 Gameplay Questions and Tutorials
Could be a lot of things, do you have electric charge? are you using a motorized part or just free hinge? Have you set the part to lock and still floppy? Do you have a kal if you're planning on automated movement? -
How to unluck maneuvers in RP1
Xt007 replied to jackaubrey1977's topic in KSP1 Technical Support (PC, modded installs)
Mission and Tracking center need to be level 2, also you need a controllable probe core (per mass of vehicle) on the craft. Also, if you want control outside of leo you'll need a deep space core -
RSS/RP1 Orbital Rocket Problems
Xt007 replied to jopun's topic in KSP1 Technical Support (PC, modded installs)
Second issue, ulage. Either ignite the aerobee before separation or you'll need kick motors or rcs. -
Worker hardhats and helmets?
Xt007 replied to ElonsMusk's topic in KSP1 Suggestions & Development Discussion
This exists in game as an animation, probably never implemented as a 'part'. Although one could be made and equipped in game with KIS- 1 reply
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RSS/RP1 Orbital Rocket Problems
Xt007 replied to jopun's topic in KSP1 Technical Support (PC, modded installs)
If you don't specify a controlled weight or use a probe core with a controllable weight. When you're in vacuum there are no other forces (air, gravity along axis of thrust) to keep the craft stable -
Mercury 2 stage
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Is there a Mod that adds Shields (Star Trek like)?
Xt007 replied to PalowPower's topic in KSP1 Mods Discussions
Kerbalism has a magnetic shield to deal with radiation -
Really lucky the game didn't consider my craft "landed" when I parachuted onto a mountain and started sliding!
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You could write a mm config to do this. A simple After: IR polling modules that match and setting the new value
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Realism Overhaul Engines (A4, RD100) not lifting rocket
Xt007 replied to snap_shot's topic in KSP1 Mods Discussions
Really weird, math checks out which is good. I guess reinstall ROengines, ROlibrary, and real fuels, see what that does. -
Realism Overhaul Engines (A4, RD100) not lifting rocket
Xt007 replied to snap_shot's topic in KSP1 Mods Discussions
Weird, napkin math check. 200kn of thrust with a twr of 2, so does your rocket weigh 10 tons? -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Xt007 replied to Probus's topic in KSP1 Mod Releases
If you go into the config file the position of each node in the layout is defined (x,y) essentially. You can play around with them and see how the position changes and arrange it the way you like.- 1,025 replies
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