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Posts posted by lextacy
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Any plans to do modern iterations of 39A and LC-40 and LC 41 now that they all have new crew towers? They can be static towers for all I care.
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I cant seem to find the thread for the Katniss Baikonur version of this. Can someone avail?
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I need a FULL NAME replacer that will name my Kerbals to all real NASA astronaut names please. Does anyone have a mod that does this and WORKS for KSP 1.8.1? And before any idiots say anything. STOP RECOMMENDING THE ONE THAT ONLY CHANGES THE FIRST NAME AND RANDOMIZES THE SECOND!!!!! STOP IT!!!!
ALSO!! DONT THINK OF TELLING ME TO EDIT THE DAMN SAVE FILE!!!! THAT IS NOT A SOLUTION!!!!!
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Why is there no IVA in the cockpit part?
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The boosters is missing from the parts menu in VAB. Whats up with that?
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So when ya gonna fix the colliders on the 39A/B instead of telling people to move their ships around which never worked?
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Any future update that can include the space coast cities like Cocoa Beach, Port St John, Melbourne, Titusville? Would be cool to launch and see my house
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I need help as the author has pulled the files for Real Fuels. You no longer can get the plugin. Does anyone have a mirror or dropbox that has the plugin? Thanks!
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HOW COME WE ARE REQUIRING A VERSION OF RSS THAT DOES NOT EXIST!! (1.8 ?!?!) ONLY 1.7.3 IS SUPPORTED AS A STABLE VERSION!!!! WHY IS THIS MOD CODED TO RUN ON NON-EXISTING DEPENDANCIES!!!!! THIS SHOULD HAV BEEN MADE WITH 1.7.3 AS THAT IS STABLE!!!!!!!
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I think engine nozzle bells should flex. Could you code some of the engines to do that?
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Is this RO/RSS friendly?
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What about adding right-click support so when you are on EVA you can select elevator up/down? Its so annoying to have to bracket out of craft and switch from craft to kerbal and back to craft again.
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Huge BAD with the General crew access elevator. There is no way to select the crew access points (2.5m , 5m, off) so that crew access on the bottom of tower is possible. You can only open a "hole" for the elevator at the top of the tower. The programming is only allowing the access points on the bottoms of any tower height. Also there is a missing stack node where you COULD get around this by stacking another General View Access tower and omitting the base.
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On 6/14/2017 at 1:04 PM, Icarium said:
I have a similar problem in my KSP 1.2.2 RO RP0 +++mods installed. Only about half of the science experiments work.
Same issue here on 1.7.1 . This is an issue with RP0. Can someone avail what config inside RP is doing this ?
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1 hour ago, DylanSemrau said:
iirc it doesn't work with pre 1.8.x because 1.8 introduced a new ground shader, so your ground texture will just be grey
Tried Tundras 1.7 version, works great!
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What is the difference from Aurora Space Center and the Tundra one?
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Can I use this on my 1.7 install with RSS and RO? I do understand I will have to place the pads manually, but need to know if it is supported other than the coordinate system.
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Any chance you will do non-mobile or static pads and use KK to code them in our Real Solar System Florida area? I would like a premade Cape Canaveral with all the pads. Then using your modular towers I can just build the mobile parts ?
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4 hours ago, Kartoffelkuchen said:
Yo stay tuned guys!
*pictures of Dragon v2* -redacted
FINALLY !!!!
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Love the new updates! That atlas V thing is cool and take a bit of time off your hands! When you get all these NASA towers done, are there any plans do all the physical pads? Heck we could have our very own Boca Chica someday!
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On 3/25/2019 at 9:30 PM, AlphaMensae said:
Just rechecked, and there is access to the elevators in the current release and the v2 dev towers.
The v2 tower has two elevators, with a divider (collider) between them, as indicated by the cross braces that are the visual dividers. To enter the other elevator, Kerbals have to walk around the shaft to the other elevator.
Just a bit of realism on my part, they were separate on the real tower and so are on mine.
ahhh LOL Ok glad to have that cleared up then! Carry on!
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Any reason for a collision box right at the elevator entrance so the crew is blocked from getting on the elevator using the Saturn Angled Base piece?
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Lets talk Mechjebs Landing Guidance and RO
Quit frankly this feature in mechjeb is a outright disaster when using realism overhaul engines. Im trying to get a set of Raptor engines to achieve powered landings using Mechjeb so I dont have to play suicide games with the suicide burn timers.
How do I get rid of that delayed engine startup? Mechjeb hates powered landings because it does not account for that delay. I also had to get rid of the limited ignitions as mechjeb was just firing all the ignitions like a machine gun! Basically I need the Space X Raptor engines from KK Lanchers pack with the ITS ship to land like it needs to.
KatnisssCapeCanaveral for KSRSS v1.0
in KSP1 Mod Releases
Posted
Thanks bud