Kitworks
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Everything posted by Kitworks
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DO WANT. This thing looks awesome. Does it inflate, then land, or land, then inflate? Does it inflate?
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Dragon Rider Capsule [0.23 (2/14/14)
Kitworks replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Funny, KSPI has problems with both the major Dragon Capsule mods. I'll update KSPI and try that out, thanks! -
Dragon Rider Capsule [0.23 (2/14/14)
Kitworks replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Also, the Trunk Adapter and Solar Panel covers appear to not actually attach to the drago trunk, so when I launch it the whole thing falls apart... -
Dragon Rider Capsule [0.23 (2/14/14)
Kitworks replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
I'm having a weird bug with this, where regardless of what I do or attach to it, or which stage the pod is in, the pod (and it's engines) activate even before launch, so that you touch the throttle... and it goes, without the ship its attached to. I can set it to action groups and turn it off pre-launch but it doesn't seem like this would be an intentional thing. Anyone else have the same bug? Any fixes? Gorgeous capsule, I want to use it! -
I'm having a weird bug with the Dragon launcher, where the Dragon Trunk Adapter is anchored in space. During liftoff the engines fire but the ship doesn't move, the whole thing just presses against the dragon trunk adapter until eventually something buckles. Removing it (and the bits and pieces inside it) makes the ship work beautifully. Anyone else have a similar issue? I have quite a list of installed mods so its possible it's some conflict with one of those.
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[WIP] Apollo-like crew module (Updated download 17.2.2014)
Kitworks replied to Ledenko's topic in KSP1 Mod Development
Thanks Stupid_chris and Ledenko! No real rush, enjoy your New Years, kerbal will still be here -
[WIP] Apollo-like crew module (Updated download 17.2.2014)
Kitworks replied to Ledenko's topic in KSP1 Mod Development
Ledenko, This is great! I approve of the integrated decoupler, it looks and works really nice. Anyone know how to finagle RealChute integration? -
[WIP] Apollo-like crew module (Updated download 17.2.2014)
Kitworks replied to Ledenko's topic in KSP1 Mod Development
Because it looks cool, a little different, and has a lovely built in docking port and parachute. More choice is always good, it's not stock, you don't have to download it! -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Kitworks replied to alexustas's topic in KSP1 Mod Development
Gorgeous! How have I not seen this on the forums yet? So excited to try these out. -
Science Part: Camera
Kitworks replied to Caelib's topic in KSP1 Suggestions & Development Discussion
While it's not the same as a stock part, L-Tech has a camera that does take real photos as well as produce science, and the Ordan Industries telescope mod (here in the forums) is both a very usable telescope and a science generating part. -
I'm not sure any one-size-fits-all science system works well... I can see why some experiments could be exhausted (goo canisters, for example) or some would need to be returned for the best science results (surface sample, maybe), but why does a thermometer give you any additional science for returning to kerbin. It's digital data, a number. Very weird, to me. Now, you might say that a thermometer or gravity sensor gives little science, but has lots of reusability (with diminishing returns). Which seems more realistic, and gives a use to unmanned missions.
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Can the Mun look like Luna?
Kitworks replied to LostElement's topic in KSP1 Suggestions & Development Discussion
You often can see Minmus, at least from LKO, as a roughly one- or two-pixel green spot. But it would be neat to see more distant planets. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Kitworks replied to Porkjet's topic in KSP1 Mod Development
Love the update! Especially enjoy the more leisurely rotation, its really a beautiful model. And I was so excited to see you can "walk" through the IVA with the different viewpoints! (The Inflato module is great in and out, too, used it to build a big honking space station.) A couple little things I noticed: 1. The centrifuge GUI options get a little screwy after the initial Inflate/Rotate. It will only display "deflate" or "stop", not usually both, and it wont necessarily do the one you tell it to. Not a huge issue, it's easy to mess with it till you get it in the state you want. 2. From the IVA in the centrifuge, you can see a bit of the strut structure through the "roof" (The innermost edge of the centrifuge). Nothing game breaking, just little things. Thanks so much for this awesome mod! -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Kitworks replied to Nertea's topic in KSP1 Mod Development
Can always use a fancy new pod, especially with a good service module. Looking forward to it! -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Kitworks replied to Porkjet's topic in KSP1 Mod Development
Amazing! Can't wait! -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Kitworks replied to Porkjet's topic in KSP1 Mod Development
I actually found this out since posting, and it works quite well for what I was wanting. Thanks for the info! -
Could you post a screenshot? Thanks!
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Horizon Aeronautics - Development Thread
Kitworks replied to stubbles's topic in KSP1 Mod Development
Oh man I hope this is followed up on! Even just releasing it as is, these parts are gorgeous. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Kitworks replied to damny's topic in KSP1 Mod Development
Excited there is already an official fix! Thanks! -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Kitworks replied to damny's topic in KSP1 Mod Development
This is a great mod, really a worthy spiritual successor to fill the void left by ISA. Hope a fix is in the works for 0.23, I just found this two days ago and did not have time to play with it as much as I wanted! -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Kitworks replied to Porkjet's topic in KSP1 Mod Development
Sorry if someone already said this, but the rotating hab module (which is awesome, I love that it spins by itself) seems a little small. Like, kerbals would need to crawl through it, which seems to defeat the purpose of having a spinning shelter. Is it possible (I'm not a modder, so I really don't know) to just bump u the scale. If the central core were 2.5M instead of 1.25 I think the scale would be pretty spot on. Plenty of room for Jeb to run laps.