twobit
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Bottle Rocketeer
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does just jeb,bill,bob have the orange colored suits or do other kerbals get promoted? ...
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Trying to understand how the game is now handling kerbals controlling ships. ex1: I park a craft just off the launch platform and EVA the Kerbal and end his flight, his flight becomes separate from the ships flight tracker. I can then start a new flight have that kerbal EVA to the parked ship and then takeoff, that kerbal now being attached to another flight. AWESOME! What i want to do: Have added mods for empty command modules, main command pod detaches from the secondary with a kerbal in the secondary. the controls and stage stacking for everything attached to the secondary command pod seems there but none of the controls respond. i would guess because the code shuts those down after detachment from the main command pod. Is this possible to do? seems like it might be and I\'m just going about this wrong. haven\'t seen other posts for this. Having a secondary lander craft while the main stays in orbit even without docking and they could EVA back to the main pod would be amazing.
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Maybe this has been brought up before but why cant we have an option in the settings to switch the measurement type?
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[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
twobit replied to l00's topic in KSP1 Mod Releases
update??? 8) not excited here or anything..... -
[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
twobit replied to l00's topic in KSP1 Mod Releases
love were this mod is going! .. would like to see it working with the battery stuff too... your awesome new panels having battery and ZO2 components, ZO2 Tanks that recharge via panel and battery the same, with your prev ion/battery engines alltogether would be a Must Have Addon... the extra challenge is whats extending the game playability! Love to help you test this mod! -
[0.17] Multiversal Mechatronics - Munolith Research Division - 1.3
twobit replied to r4m0n's topic in KSP1 Mod Releases
yay! was able to find one for the first time! thanks! was alot of fun. -
[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
twobit replied to l00's topic in KSP1 Mod Releases
I love the extending panels!! this makes me so much more excited about this mod!!! those will refill the ZO2 tanks? 8) -
[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
twobit replied to l00's topic in KSP1 Mod Releases
BE cool if the Solar Panels folded down like gear, just looks too ridiculous on takeoff... great mod, love the extra challenge. -
so my question was answered that the moon is not always in the same location on the persistent world game. and i did not quite under stand completely what tidal locked meant. thanks! I guess i just like to time warp to get the mun aligned to where i want before launching, easier for me to get aligned that way.
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So i\'m new here, play the demo for a bit before getting the game. the demo got me used to Kerbal being tidal locked making it easier calculate moon landings. now with the full version, each launch the moon moves farther counter clockwise, is the mun no longer tidal locked in the full version 0.14? or am i just glitching?