Nabbs1
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Posts posted by Nabbs1
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I was wondering if anyone else was having a problem with the Microwave Thermal receiver graphic? Or is it supposed to look like a faded red and black tube with striations?
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imo - running out of ram.
try running this
http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-7-Active-Memory-Reduction-Mod
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basically you can make a part grabable by putting this in the config of the part
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.0, -0.15)
evaPartDir = (0,0,-1)
storable = true
storedSize = 4
attachOnPart = True
attachOnEva = False
attachOnStatic = True
} -
Another large cargo/passenger spaceplane. I think it carries 39 kerbals and has alot of cargo space for 1.25m parts. Not sure what its range is though.
.../snip
OH snap I love that piggy back idea and also the double huge wing .. I may need to build one like this.
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just the last digits in the imgur link Sido
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That's a great looking design. I have something yours looks a lot like.
Yours is the one I got inspiration for mine heh. I even had a version with rotating engines but it was too hard to fly
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a couple SSTO's I been working on
The first is a Fat VTOL SSTO I was building .. I have a stable hover at over 100 tons .. but it gets crazy after a few minutes.
The second I had to get funding and build to save Jebediah from his last mission. Usually its much shorter but this version I had to put in a cargo bay.
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That's one of the many variations I tried. While it would be nice if it worked that way, it doesn't. I'm having a hard time following the the code, but I figure I'll start here and work backwards: https://github.com/sarbian/ModuleManager/blob/master/moduleManager.cs#L417
Did you get this working?
I tried Both of these and both do not work.. any tips?
@PART[RAPIER]:Final
{
@MODULE[ModuleEnginesFX,AirBreathing]
{
@maxThrust = 210
}
@MODULE[ModuleEnginesFX,ClosedCycle]
{
@maxThrust = 195
}
}and
@PART[RAPIER]:Final
{
@MODULE[ModuleEnginesFX]:HAS[#engineID[AirBreathing]]
{
@maxThrust = 210
}
@MODULE[ModuleEnginesFX]:HAS[#engineID[ClosedCycle]]
{
@maxThrust = 195
}
}Tried this and it does work thought if anything adds another "MODULE" to the Rapier I think it may break it.
@PART[RAPIER]:Final
{
@description = NabbTech Certified! The R.A.P.I.E.R. (Reactive Alternate-Propellant Intelligent Engine for Rockets) is a joint venture between C7 Aerospace and the Rockomax Conglomerate. Designed to fill a gap in the design requirements for sustainable single stage to orbit aircraft, this engine combines the best of rocket and air-breathing thrust technology.
@mass = 1.80
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
@attachRules = 1,1,1,1,0
//!MODULE[ModuleEnginesFX] {}
@MODULE,2
{
@maxThrust = 210
}
@MODULE,1
{
@maxThrust = 195
}
} -
did you tweak any of the files? I would redownload B9 and delete the folder entirely from the GameData Directory and reinstall it.
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Previous Redacted.
I guess someone is trying to make me go crazy. Anyways .. Hello.
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Hyomoto, your fix didn't work at all for me. This is my config, is it installed right?
try
@PART[b9_Utility_Landing_Gear_*]
{
@mass=0.5
}
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Because it costs fuel to land and even more to land near your Kethane base. You would refuel there then use some of it just to take off again back into an orbit. It is ideal to have a Kethane conversion station in space as you can just slip into orbit refuel and be on your way.
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I'm gonna guess, if you take a kerbal and attach the cable to his back while on EVA, then you hop back inside the vessel the world implodes...
am i close?
Most epic Easter Egg Idea evar
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
in KSP1 Mod Releases
Posted
OK thank you