-
Posts
240 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Honeybadga
-
*Redundant Thread - Do Not Use* KW Rocketry Update
Honeybadga replied to lpam's topic in KSP1 Mod Releases
Thanks a bunch for doing this, lpam! -
Thanks, mate. I know how it works. I only wanted you to tell if you get it to work under the new file structure before I go ahead and edit the cfgs myself since Touhou explicitly stated that running his mod from the legacy folders is the most reliable way atm. Well, I'm running it under the old file structure as Touhou instructed me to do and neither the loose hinge nor the ballbearing show up in my VAB. edit: Never mind. Apparently that's the way it's supposed to be since there is no MuMech.dll for 0.20.
-
Hey Snjo, I love your mod. It opens up some great new possibilities to play the game. I have a suggestion to make tho: I know your mod mainly revolves around propeller engines, but could you add either a jet/rocket VTOL engine or just the VTOL part without anything attached to it, but with nodes on both sides so we can attach jet engines/air intakes or rocket engines ourselves? Building VTOL engines with the DR rotatron delivers only somewhat flimsy results and your VTOL engine approach is much more elegant with all those action group options. Obviously this VTOL part should come with the option to connect fuel lines to it from the main body, especially if you want to attach it to wing tips. Would be really awesome if we could build customized VTOL engines with a jet turbine or an aerospike rocket engine.
-
So, either I'm too incompetent to find the new thread or there is none...?
-
Have I come to the right place to state that I'm eagerly awaiting the update to this fantastic and essential mod? edit: apparently not Neither the search function nor google did point me to a newer thread, only the link to spaceport.
-
what kind of parts would you guys want? (beyond 0.20)
Honeybadga replied to Veshpa's topic in KSP1 Discussion
You can assign an action group for toggling travel mode on/off, e.g. disabling wheel motors/steering, rover RCS etc. -
what kind of parts would you guys want? (beyond 0.20)
Honeybadga replied to Veshpa's topic in KSP1 Discussion
Hey Squad, you obviously heard it dozens of times by now: folks want the complete KSPX pack to become stock. And you obviously know, why you hired Claira into your ranks. PS: Don't forget about the unreleased KSPX parts listed here http://forum.kerbalspaceprogram.com/showthread.php/30472-KSPX-Kerbal-Stock-Part-eXpansion-mod-reposted?p=376632&viewfull=1#post376632 -
what kind of parts would you guys want? (beyond 0.20)
Honeybadga replied to Veshpa's topic in KSP1 Discussion
This might be a long shot, but once career mode comes out with a tech tree and some R&D mechanics, I wouldn't want to be forced to use stock parts only (at least not until ClairaLyrae's complete KSPX set, including the unreleased parts become stock). I'd very much like a quick and easy way to integrate mod parts into the tech tree, whatever it might look like. This means assigning them to a tech tier and giving them a price, monetary or resources. Sorry if this is too off-topic. -
Here, found it on Spaceport: http://kerbalspaceprogram.com/lsi-spacejunk-cargo-bay/