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  1. @linuxgurugamer great that you picked up on my mods, nice to see them still going, I really didn't have the time, let me know if you need source files or so!
  2. Regarding failure one example was falcon 9 3rd or 4th launch, one of the engines failed and the flight carried on nominal, you can see a dark streak in the trail! also the quantity of production in the merlin engines reduced their price a lot, that's the reason they swapped from the krestel engine to merlin vacuum for the upper stage
  3. Why risk Jeb's precious life to deploy station parts?!? Have you seen my flying?
  4. This mod is awesome and made it easy to do shuttles from the stock parts! Is it cheaky to ask for something in next update? A command front of shuttle to make unmanned shuttles just like the X37 Maybe with some fuel batteries and RCS like the nose you did!
  5. Amazing job from everyone at squad, porkjet and every contributor, this just keeps getting better and better! Just hope a thread I read somewhere about micro transactions and buying upgrades it's not true, or I'll keep on 1.1.3! Too bad RL and wife don't allow me to enjoy this game as much as I did before...
  6. This is deadly and unforgiving, miscalculated a deorbit, my kerbal ended up diying boiled alive because of no power to keep temperature on reentry! by the way, I can't find the greenhouse anywhere, I have planetary base systems, is that why? Does it deactivate it, because can't find it in kerbalism tab
  7. How about a great cheers for ShotgunNinja for all the hard work! Amazing
  8. Cool, I'll uninstal it when I get home and try! Weird that removing kerbalism solved it though... but I'd rather have kerbalism than orbital decay!
  9. No, and now I traced the bug down to the point when mechjeb plots the circularization manoeuvre, I suspect it's mechjeb, but when I remove kerbalism it stops happening, even with mechjeb. These are the mods I have. And I tested with no procedural parts too. B9 Part Switch (B9PartSwitch v1.3.0) Chatterer (Chatterer 0.9.8) Community Resource Pack (CommunityResourcePack Connected Living Space (ConnectedLivingSpace CxAerospace: Station Parts Pack (CxAerospace 1.1) Distant Object Enhancement (DistantObject v1.7.1) Distant Object Enhancement default config (Distan
  10. Fantastic. But I think I have a bug, pretty sure its down to kerbalism, as I uninstalled it and the bug went away. Once my crafts reach orbit, all monopropellant disappears. I mean, I launch a craft and disable all RCS, it holds the monopropellant all the way up, as soon as I reach orbit (you know, when the view changes from vertical to lateral), it's all gone. Not sure if its kerbalism or other mod conflicting with it, but it just stops happening when uninstall kerbalism, anyone else noticed this before?
  11. I'll start on it and send you first sketches for your feedback
  12. I had an idea based on this news, a power hungry mini magnetosphere generator! http://www.universetoday.com/20671/ion-shield-for-interplanetary-spaceships-now-a-reality/ if someone knows the code, I can design the model
  13. Is there a way to make a part require someone on the same vessel to work, but still have no space for crew. For example you have a command pod with crew, and this part (ex. ore converter) works, but if the the kerbal goes out, it stops working. I've thought about making the kerbal a resource, but don't think this would work And depending on crew type and experience, the better the output. thanks
  14. @rasta013, brilliant, thank you! I'll wait to upload this with the new models after solving the z-fighting.
  15. Yeah, the _MACOS I can't do anything about it, that's just OSX putting it in the folder. The z-fighting is something I'm fixing, together with more antennas and Kerbalism support
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