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Everything posted by Hyratel
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[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
Hyratel replied to kockaspiton's topic in KSP1 Mod Releases
it seems kinda like an oversight to not allow radial mounting on the struts. also, the hub REALLY needs symmetry option D: -
rocker-bogie might be beyond the ability of the carts mod. it can have active suspension on each wheel though
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hyratel replied to ferram4's topic in KSP1 Mod Releases
it would also be nice if the GUI saved its placement between sessions, on both in-flight and in build screen. also, an option to windowshade it like Flight Engineer would be appreciated- 14,073 replies
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- ferram aerospace research
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I know it'd probably be duplicating functionality to have it in both but does this play nice with PowerTech? as it seems that Powertech can set a variable drag factor for folded/deployed
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Silisko Industries Addon Development - Thread 2
Hyratel replied to NovaSilisko's topic in KSP1 Mod Releases
well that also depends on the internal structural needs of a part. larger parts (say, adapters) would need larger fuel lines, more internal bracing. crew modules would have different internal needs -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Hyratel replied to cybutek's topic in KSP1 Mod Releases
hmm, perhaps scan the staging tree and see which engines are live at what point, and also take the burn time of SRBs into account -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Hyratel replied to cybutek's topic in KSP1 Mod Releases
updated testing - breaks OAPC cargo functionality when an engineer is present on either ship in a rendezvous -
[Plugin][Part][0.16] Animated Cargo Bay
Hyratel replied to Echo 8 ÉRÀ's topic in KSP1 Mod Releases
it's better if you use your own decouplers - that way, you don't accidentally your whole vehicle -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Hyratel replied to cybutek's topic in KSP1 Mod Releases
BIG PROBLEM - when two ships carrying Engineer modules get within 2.2km of each other, it 'breaks' the same way as if you try to put two on one vessel -
[Plugin][Part][0.16] Animated Cargo Bay
Hyratel replied to Echo 8 ÉRÀ's topic in KSP1 Mod Releases
you need to change your image url targets to direct link to the fullsize images, they're pointing to the Mobile THumbnail versions -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Hyratel replied to JDP's topic in KSP1 Mod Releases
I make a 21 pad ton rocket with KW parts, and I can do a tall enough Gturn to Circ up before going out of sight at 100 km obt -
Silisko Industries Addon Development - Thread 2
Hyratel replied to NovaSilisko's topic in KSP1 Mod Releases
Dishy's made some cfg edits, I think the downloads are found in the CFGs And Other Little Stuff Thread -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Hyratel replied to Tiberion's topic in KSP1 Mod Releases
I prefer using Crew0 pods for sending up Cargo deeliveries because I don't have to worry about MJ fighting with Remote Tech that way -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Hyratel replied to JDP's topic in KSP1 Mod Releases
IF you can deorbit any part that uses mechjeb before saving, you should be ok. what causes the most problems is having MJ and RT in the same persistence file as they tend to clash as an alternative to MJ, you could look into Engineer, which gives you orbital information without having any command modes -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Hyratel replied to JDP's topic in KSP1 Mod Releases
this does NOT play nice with mechjeb -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Hyratel replied to Tiberion's topic in KSP1 Mod Releases
what can we say beyond "NovaPunch ROCKS"? -
before this can really take off, the shadows/occlusion question needs to be addressed. :\ it's rather weird to have a plane flying at night and lit brightly from below.
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Silisko Industries Addon Development - Thread 2
Hyratel replied to NovaSilisko's topic in KSP1 Mod Releases
hey Nova - how about adding Licenses to all this and tossing out the BACE source files for some tinkering? -
oh man that's right slick. you really are going whole hog on this, FOR GREAT JUSTICE
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how did I miss this! this needs more love, and those are some GORGEOUS models and textures. I'm guessing you'll be making "kit" SAS/ZO2 parts to fit into the nose area, to avoid weirdness?
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Tirak, got a link to the thread? I'd like to have a looksee