Wren
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Posts posted by Wren
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Appears the link to SpaceDock is broke and sends you to a can't be found page.
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I have to admit I have not been around on the forums much in the last few years, but I had to come back here and just thank everyone involved in this amazing project.
I downloaded this and a few mods just to pretty up the joint which is a big departure from my usual pure stock comfort zone.
Looking forward to any future updates and I did kick some Canadian dollars at the team's paypall account last night, just as a token of my deep respect and appreciation.
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This all still work cool with KSP version 1.3?
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On 5/24/2017 at 10:05 AM, MajorTom69 said:
To be honest, I don't know how to do that. Maybe if someone else can do it, I can include it in a next release.
I bet if you asked the community resource people they can help you do it. But basically, if I can't refuel on the Mun, there is no way to make this an operational part of my program, and I really want to use it
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2 hours ago, MajorTom69 said:
That would be cool indeed.
Ok guys, I updated some stuff:
Version 1.02:
- Changed Deuterium to LqdDeuterium, using Community Resource Pack definition and adjusted Isp accordingly to avoid conflicts. The fuel rate on the Eagle Main Engines should be 7.27 L/s.
- Added some more ASL thrust to the Main Engines.
- Fixed a problem with a collider on the Eagle Passenger Module, so now you can re-dock it to the ship.Thanks for all your support.
MT
MajorTom69, can you include a Module Manager fix so that the IRSU can convert ore into the resources the Eagle 2 uses? Feel free to decide at what rate, but I need a way to refuel my transport on the Mun, at Moon Base Alpha... please?
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Does anyone have a way to MM edit the stock IRSU to refine the needed resources for the transport?
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On 1/13/2017 at 10:46 AM, V8jester said:
Are you using the lates Caretaker release by @jrodriguez?
I'll check when I get home but I thought I was. Will update this post with the answer.
**Edit** I was using the wrong version, I have the newest version and don't get any compatibility warnings, but the focus of root part does still happen.
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On 12/23/2016 at 6:17 PM, Jebs_SY said:
I can confirm this. After using camera tools the camera focus goes to the root part, not the center of mass.
When right clicking the root part, it also says "Reset Camera" and not "Aim Camera" so the focus is indeed "officially" on the root part.
Would be nice if we can change that back to Center of Mass = No part focussed.I also get a warning that the mod is not compatible on the main start screen of KSP. Also the part focusing after stopping to camera tool. Other than that I love this mod.
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8 hours ago, jrodriguez said:
The answer is @BahamutoD. He had the idea, the will and the knowledge to create all these mods.
Thanks Jrod, but you are definitely getting a special thanks on my credits!
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Quick question, when we run credits and mod lists, who do we credit for Camera Tools?
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Excellent! This mod makes making videos so much better! Thanks for your hard work on this, jrodriguez!!!! (and the rest of the BDA team)
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I'm going from this:
to this:
The good news is I do have a SSTO Spaceplane that can take up around 40tons of cargo.
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2 hours ago, Enceos said:
Currently KerbinSide adds new facilities to the Island. You can also place an asphalt runway on top of the existing one using the Kerbal Konstructs building tool. The upgradable facilities via funds is a planned feature of Kerbal Konstructs.
Coooool. I'll check those out, thanks for the heads up.
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Would it be possible to have a mod let you select the island runway and upgrade facilities there as if you were upgrading facilities at the KSC?
If that is possible, could someone also allow you to upgrade other things like the old KSC found on Kerbin or the pyramid or anything else that is a feature on Kerbin?
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This is one of my finest creations, the Zeus Heavy Lift Transport SSTO Spaceplane:
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Loving this, I installed and was inspired to make more vids!
I hope you like it and I look forward to any updates or features added.
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Wow!
I always like new science things to do.
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This seems very very cool.
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I just found this mod!
I hope to see this continued to be updated, as I think doing something with this instead of a life support mod would still give me reason to resupply stations and bases without the life and death consequences.
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This is a really cool idea. I like mods like this that increase the depth of play without adding parts.
Thanks for making this mod for us!
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It would be cool to have a power supply that creates EC using Liquid Fuel and Intake Air that we could use to power our early Kerbin only rovers that we can use around the KSC, and some regular type tires.
Plz?
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This looks amazing, great job in providing an alternative to the contract play style but supporting some sort of career mode. Subbed.
Best way to achieve a career start with X-1 and V2 technology
in KSP1 Mods Discussions
Posted
I have community tech tree and module manager as well as unmanned before manned and I have a few module manager configs to start with rover wheels and a battery. Is there a good way to move entire tree nodes into the starting node so I can build a representation of a B-29 and X-1 and also a version of a V2 and start with that as well as ground vehicles where I can load the X-1 onto the B-29 as well as fuel it up? I would need robotic parts, wheels, structure pieces as well as wings and props and it seems like I could probably do it via making each part available in start node but that would be a very long cfg file, is there a better way to do it? Any help or angles to try would be appreciated or otherwise I guess I will have to try and find the name of all these parts and set them to be available at the start.