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About veryinky

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    Spacecraft Engineer

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  1. Updated my suits pack, it was using the old texture replacer suit structure. Updated the screenshots too. If anyone finds a problem with it I can try to fix it.
  2. Considering the giant heads of kerbals, maybe the Rover cabin should accommodate their form more? Namely larger doors, higher roof and more spaced out seats. It'd look more like a child's toy than the real world Rover but then kerbals have the proportions of human infants. The cars from the old Kerbal Shuttle Orbiter System by helldiver for example. Either way I'm happy that you're working on adding a civilian vehicle to the game.
  3. Not that I know of. All 1 part rover mods use plugins that are for 0.90 and previous.
  4. I've been testing it all day, nearly a hundred launches to create an optimal launch craft using level 3 techs (General Rocketry, Stability and Suitability). Seems functional enough with Overengineer1's 1.1 dll.
  5. It works in 1.1.2, I updated my cfg to have 1.1 era searchable tags and the modern heat tags. Since it's within the license to modify here it is an updated CFG, just replace the old one with this one. Note that this pod is very aerodynamic so remember to bring a drag chute.
  6. I like it, been wanting some kind of jeep to wander around KSC in. Though I think it's a bit too small considering how huge Kerbal heads are.
  7. Would it be possible to have indicator lights on docking ports? Like the docking collar lights from Necrobone's Modular Rocket Systems, but directly applied to the 0.625, 1.25 and 2.5m docking ports? If there's anything that I've wished had indicator lights it's docking ports to help with docking alignment when the target ends up on the dark side of a planet. I usually end up putting a bunch of batteries around them for the little green lights.
  8. Decided to re-upload my suit to dropbox in the unlikely chance anyone wants to use them. They're low resolution because I wanted to make them as small files as possible which isn't as much of a concern now in the age of KSP1.1. If anyone does use them and has a problem let me know and I'll try to fix them.
  9. To clarify, the "InternalSeat" module is usually the first but not always. This is the mk1 pod's cockpit where the crew wears his helmet: (located in ...\Kerbal Space Program\GameData\Squad\Spaces\mk1PodCockpit\internal.cfg ) MODULE { name = InternalSeat seatTransformName = pilotSeat } Compare this to the mk1 crew cabin, to get both seats occupants to not wear a helmet requires setting both to allowCrewHelmet = false. ( ...\Kerbal Space Program\GameData\Squad\Spaces\mk1CabinInternal\internal.cfg ) MODULE { name = InternalSeat seatTransformN
  10. In the internals definition file, first MODULE {} segment needs to have: allowCrewHelmet = false
  11. Eeh, I'd argue that finding an alien space ship would be worth a lot of science. It's 3-4 surface samples.
  12. http://forum.kerbalspaceprogram.com/threads/64442-0-23-5-Habitat-Pack-v0-4?p=1967501&viewfull=1#post1967501 Maschinenbauer updated the pack to work in 1.0.2 https://kerbalstuff.com/mod/842/Fanf...%20Pack%20v0.4
  13. That's what the script does now, it removes all the fuel from the tank, calculates the dry cost of the tank, then allows you to add 100% lf, 100% oxy, or 0.9/1.1 ratio lf/ox. Porkjet's gif on the op page is out of date.
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