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Everything posted by viperwolf
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[Old Thread] KRE - Kerbal Reusability Expansion
viperwolf replied to EmbersArc's topic in KSP1 Mod Releases
Possibly different chutes? like stacked(maybe between a fuel tank and command pod type) but deploy radial, not sure that made sense. The boosters are what Im looking forward to, Im really tired of the limitations we have with them stock. Structural parts are always welcome. -
[Old Thread] KRE - Kerbal Reusability Expansion
viperwolf replied to EmbersArc's topic in KSP1 Mod Releases
Nhawk from Real Plume and now you? sad times in KSP modding. However completely understandable, Thank you very much for everything you have contributed to the community. I hope that the next person that takes up your mod will be dedicated to its design as you. This mod is fantastic! -
[Old Thread] KRE - Kerbal Reusability Expansion
viperwolf replied to EmbersArc's topic in KSP1 Mod Releases
Would you ever consider making a couple of boosters/SRBs. The stock game gives us very little options for this. -
Thank you for your time,dedication and passion in making this game a step beyond its normal visual elements. Truly modders are the savers and longevity of games.
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[Old Thread] KRE - Kerbal Reusability Expansion
viperwolf replied to EmbersArc's topic in KSP1 Mod Releases
That looks great! BTW I sent you a donation through curse, please make sure it went through ok. -
[Old Thread] KRE - Kerbal Reusability Expansion
viperwolf replied to EmbersArc's topic in KSP1 Mod Releases
thank you, I appreciate it very much -
[Old Thread] KRE - Kerbal Reusability Expansion
viperwolf replied to EmbersArc's topic in KSP1 Mod Releases
I absolutely love this mod, this should be stock in the game IMO. However, you made it and we enjoy it..............ALOT! Now for my dumb noob questions about the grid fins, bc my booster spins out of control. The fins when deployed turn one direction and thats it. I watched a YT vid on the mod, but he didnt explain a few things. -which direction is the correct way for mounting? I Looked at a few pics in this thread and it seems they are suppose to fold out from bottom to top? -what is deploy direction? -what is deploy extended or retracted? -
I thank you very much for this and appreciate it. although i already have it figured out, i was only missing the dll folder. I just had no idea where the aacs dll folder was. Akron graciously helped me with that. I alos create my own folder for modded parts, but in this case i just used this in the mechjeb folder. It seems to work correctly, I have two units, one OR and the new jeb case aka AR201. I just copied the ar202 cfg for the new case, added the dll and mu, renamed the path, and that worked .
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Thank You, the block 5 is actually a good looking rocket with the black ascents. I guess one day Elon will be asking, " so what color would you like the rocket? sure sure no problem, we can add leather trim"
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Thank you, I appreciate it. I guess mechjeb will never update the case lol
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Im trying to use it to test some of my stock set ups without any mods installed, just mechjeb. Thats why I need the actual file locations/names that use the AACS.
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Thank you, but i cant find all the files i need to go along with it. I cannot get it to show up for anything when i make the change.
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Anyone experienced the launch pad exploding upon loading? randomly
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@akron If i may I would like to use your AACS Advanced Attitude Control System for a mechjeb case. Basically take all the guts out of the MJ case a put them into the AACS case. I like that little case for that purpose, but I also want to keep the Original aswell. Its for my personal use only, and Ive done this in the past with another part. However, your parts are set up way different than what im use to.
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Anyone remember which dev version that the landing worked pretty good. I cannot remember which one it was, my craft is going crazy now when landing. I tried every combination of engines and the craft itself is well balanced. Anyway, i understand MJ is a constant progress, Im just cannot remember the version that worked good. normally i just run the latest dev version
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Yes , just paste the making History folder in . You will see a B9_aerospace and a Squad folder along with several others, just paste it there.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
viperwolf replied to ferram4's topic in KSP1 Mod Releases
You er very welcome- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
viperwolf replied to ferram4's topic in KSP1 Mod Releases
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Gamedata/Tweakscales/patches
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[Most 1.12.x] Near Future Technologies (August 26)
viperwolf replied to Nertea's topic in KSP1 Mod Releases
Yes they work fine. -
[1.7.2] KK Launchers - Delta, Atlas Pack
viperwolf replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Thank you for this, I just installed real plume. so this is a welcomed addition -
Dont burn yourself out, take a little breather. Seems like you burning the midnight oil with this, its very appreciated . Just dont overwhelm yourself with it, love the passion for resolve you have though.