Donziboy2
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[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
Well thanks to all the people whining about how stock heating was not strong enough, Eve is now an SSTO no fly zone.... Things started heating up far faster then even DRE would back in 0.9.... -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
Well, I will admit I have not actually driven anything in or out of it. I have lowered and raised it a few times, other then the popping up it does it seems to function. Oh well, back to glue and duct tape In this particular craft its just the crew cabin..... Below I placed a few extra RTG's for testing. Using Crew Cabin, 1x CRG-120 and 2x CRG-240. Then went for a ride. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
Just found something interesting...... Things inside the crew bay are not being protected from drag. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
Id use Nertea's engines if they worked on EVE Edit.... Needs alot more work, manage to get 81T into orbit just barely. Craft on runway = 282.737T Monoprop = 1.04T LFO, O and Karbonite = 112.15T Payload = 81T -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
Any chance in a 1 - 2 and 1 - 3 engine adapter for the rear? -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
More like Titanic lol. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Donziboy2 replied to DYJ's topic in KSP1 Mod Releases
SSTO's suck without Pwings -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
Anyone else playing with MK4 SSTO's? Im having alot of control issues above 10K. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
Ah ok, didn't see it. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
Found another bug, seems the crew cabin is misbehaving, only the front attach node seems to work the second will not work at all. I can attach with the front node to a root part, but nothing will attach to the rear node and you can attach the rear node to the root part. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
I had not started the engines in the first photo..... -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
Found another bug, this time the Armadillo.... It starts off much hotter then the rest of the craft and heats up pretty fast. BTW 3 SCIMITAR's can get that 72T monster in the air, its really slow climb, i got to about 7km and 220m/s before the Armadillo blew up lol. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
I am seeing an issue with engines attached to the MK4 Tail Cargo Bay, the engines are being flagged as inside the bay, the only way to get around it is to open the bay then activate the engines then close the bay again. Edit... Seems to affect control surfaces attached to it also. -
nooooo
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The ability to set inner wheels to turn less then outer wheels(divider) would also be nice, large multi axle vehicles with more then 1 set of steering wheels have different ratios to them. 2 sets of front wheels, the first set turn fully the second set turn based on the distance to front and rear tires.
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Does TAC Fuel Balancer work in 1.0.4?
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[WIP] Nert's Dev Thread - Current: such nuke, wow
Donziboy2 replied to Nertea's topic in KSP1 Mod Development
I only have 1 question.... Does it come in black? -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
Donziboy2 replied to Nertea's topic in KSP1 Mod Releases
I say go with B1. Hiding parts usually ends up increasing the thread post count with people screaming bloody murder when they cant find some parts. Just ask Roverdude about hiding ELP and all the missing parts questions he got. Most people installing NFP parts want the extra complexity so reconfiguring stock parts should not kill them. You could also leave the stock radiators as is, im sure we can find a use for them lol... -
KSP 1.0.3 - ETA ? (waiting for it, cause mods^^)
Donziboy2 replied to brienne's topic in KSP1 Discussion
What a bundle of joy you are...... -
KSP 1.0.3 - ETA ? (waiting for it, cause mods^^)
Donziboy2 replied to brienne's topic in KSP1 Discussion
Well im sure they could go much faster if you don't mind needing a 1.0.4......... -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
Donziboy2 replied to Nertea's topic in KSP1 Mod Releases
TechRequired = highPowerElectrics arg.... -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
Donziboy2 replied to Nertea's topic in KSP1 Mod Releases
Complain to SQUAD.... -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
Donziboy2 replied to Nertea's topic in KSP1 Mod Releases
Maybe some way to throttle the effectiveness of the radiators is in order? -
What mods would make the perfect future "Stock"-KSP for you?
Donziboy2 replied to maculator's topic in KSP1 Mods Discussions
You could try Modular Fuel Tanks...