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  • About me
    Senior IVA Designer
  • Location
    Houston area
  • Interests
    Rockets, Airplanes, History, Teaching, NASA, spaceflight, Rock and Roll, Jesus Christ

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  1. Not a huge fan of the Confederate States of America flag shown in your OP image. I would say that is in rather poor taste. https://en.wikipedia.org/wiki/Confederate_States_of_America
  2. Well, that is truly gorgeous work. I hope you will not mind if I don't download it until the NRE spam issue is fixed, however.
  3. That means a lot, thank you. I know I haven't updated it in a while, but it's good to know that the same things that inspired (and challenged) me with the first releases of the old Unmanned Before Manned tree are still inspiring others!
  4. This is pretty great! Does it automatically add to the RPM MFDs, or does it need to be manually placed in modded cockpits?
  5. Hey man, welcome to the forums! You're going to need to give more information if you want help with this issue. Also, please don't quote a huge post unnecessarily. Thank you!
  6. The abort action group is triggered by the ejection handle in between the Kerbal's legs. EDIT: I spent several hours updating the Mk1inline cockpit to MAS tonight. Testing indicates that not all of the MAS props work as expected, so I will have to troubleshoot that on... Tuesday, probably.
  7. So, WC 0.4 is going to be very different than previous versions. No custom "feet" variables, installed in a different place, different and better names for the interior spaces. If I get it ready, I'll make and submit a pull request to fix Reviva integration.
  8. Looks like the ones I'm using that aren't explicitly supported are Bumblebee Cold War Aerospace KeR-7 (also Internal RCS and Mk-1 Stockalike open cockpit) by nesd KerBalloons Continued KSP Secondary Motion (wiggly antennas and such) Mk2 Stockalike Expansion Mk3 Stockalike Expansion Mk-X Spaceplane Parts Near Future Aeronautics PicoPort Shuttle Orbiter Construction Kit (from benjee10; goes well with HabTech2 and reDIRECT) And Angel's Wild Blue mods Buffalo Flying Saucers Heisenberg Airships Mk-33 Sandcastle I'll let you know if any of them seem out of place; and I'll see if I can make a few mod configs.
  9. I'd like to use TETRIX for my next playthrough. My one question right now is what happens to mods that don't have support. Do they disappear, or do they just appear in nodes that might not make sense, or is it set up that if mods put their parts into a logical node, that they should show up in a logical progression?
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