DrBackjack
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DrBackjack replied to Pak's topic in KSP1 Mod Releases
That's such a good Idea. A little annoying having to constantly pitch in circles when a MJ maneuver gets to sub 1 m/s. And having the thrust vector aligned with the CoM means it's not aligned with the nose vector, the vector MJ actually uses for pointing.- 2,344 replies
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
DrBackjack replied to UbioZur's topic in KSP1 Mod Releases
Hope to see this updated soon. I used to use it back in .22 and I simply don't know what to do without it. -
Hey Laz, I havn't played in a long time but I was excited to play lately because of the Dragon v2 unveiling. Anyways, if I remember correctly last time I played the SuperDraco nacelle's could be attached radially to the capsule but it could also be attached to "nodes" because attaching them radially would cause "phantom torque." It can be visualized by using RCS Build Aid and when the engines are firing the capsules will start spinning. But the latest version doesn't have nodes on the Dragon v1 or v2 so the engines can only be attached radially. Is there a technique that I don't know about to attaching engines radially? Would you consider adding nodes to the radially mounted engines and v1 and v2 capsules?
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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
DrBackjack replied to stupid_chris's topic in KSP1 Mod Releases
Just wondering, is there a guide to making a mod's parachute use the realchute system? -
International construction ISS in Kerbal orbit.
DrBackjack replied to BobCat's topic in KSP1 Mod Development
Once you deploy the scientific module thing on the JEM, your FPS should go back up. -
I keep checking here every few hours to see if you've released it yet, I can't wait.
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I quite like 4, with the nice small wrinkles. I think the smaller wrinkles are more realistic on such a huge object because you know, the MLI will be glued down or whatever as much as possible. I'd say 3 is a close second.