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  1. I've been mostly a lurker since I registered here 6 years ago, but I've been having so much fun with this mod I had to post and ad say so. I've made probably over a dozen vehicles, here are some of the more interesting ones: A stanced-out Dasher from the Kord Motor Company. This one is uproarious fun. Fast enough to get some serious air off ramps, and stable enough to drift. Also from Kord, a 1Fifty truck. This one has been lifted. Seems like a lot of people have been asking for some fuel tanker parts. I'm inclined to agree. However, in the meantime,
  2. Hey, so I mostly use this pack for the ground vehicles in Pack 4. I have RPM installed, but I'm having a weird issue with the Rover. The buttons are all there, but the screen itself is missing. As in, its just an empty space. Is there a fix for this?
  3. Love it! I can't wait to try some big ass spaceships! On another note, any chance we'll see more MK.II parts? Any chance we could have the existing parts be able to sit flush with stock MK.II parts?
  4. I just wanted to pop in and say how much I love this mod! Beautiful parts. I'd love too see some Mk.II nosecone pieces, possibly with built in intakes, as well as some different "tail" pieces, particularly ones that would allow allow different engines to be attached in different configurations, such as 2 .625s with a 1.25 in the center, or a cluster of .625s.
  5. It's not like it's hard to go and create whatever balance you feel your game should have, anyway. Part cfg files are extraordinarily easily to modify.
  6. I often have the problem of confusing F9 and F5. Quick saving seconds before impacting is no fun. I honestly wish quick save had to be held down for a second, just like quick load.
  7. How does drag work exactly, anyway? Does adding parts that add drag effect the whole ship, or is it more localized? What would happen if you simply gave the nose comes negative drag values, so as to reduce drag for the whole craft?
  8. I'd like a large comet that only passes through the solar system every so often, maybe once in a game year.
  9. Umm... Other. My first Mun landing was a permanent habitation module. I just figured I'd get it all done in one go.
  10. I apologize is this has been brought up somewhere in the past 200 pages, but is there any way to get those automatic fairings to work with the L2 Atlas Low Profile Enigine? In concept it's probably one of my favorite engines, but I rarely use it because of this one little cosmetic issue. I tried copying over the module from a .cfg file where the automatic fairing works to the Atlas, but no joy.
  11. I've having a problem with the water launch part. It starts me half way over the shoreline just past the runway at the main KSC, and about 200 meters up. I haven't been able to launch anything because I keep smashing into the beach. I've tried adding some parachutes, but they just shear off.
  12. Hey, I want to install this mod (especially for the cargo bays) but have one concern. This pack seems to include an infernalrobotics.dll. Will installing this version of the .dll cause any issues with things I already have installed that use the same?
  13. I tend to look at all of my crashes in terms of that Thomas Edison saying, "I have learned 1000 ways how not to make a lightbulb."
  14. I had the same thought. I asked In the mod section, and my wish was greanted.
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