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Erasmus_UK

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Everything posted by Erasmus_UK

  1. Don't know if this counts, or anyone has suggested it before, but my favourite launch vehicle concept was the ROMBUS - I'd love to see a version of the Plug-nozzle engine - Is that valid?
  2. I'd definitely be interested in a procedural engine - though I am an unrepentent kit-basher and would want to be able to specify the thrust, iSp ranges and fuel used - However, even if I can't tweak the engines as I would want, I'd still love to see the engines done Still want procedural command modules though..... ah, one day
  3. Thanks for the update It downloaded without issues, but the bezier cone appears to have ...err... disappeared... Edit: Scrub that, I did a re-install and all is well Just have to work out how to recreate my stretchy deuterium tank now....
  4. Greetings from a newbie Love the LLL parts, Lack - I've been using them for months both in their original form and as 'kit-bashing' components that mix LLL with Impossible Innovations - one can get some very interesting designs if you don't have to worry about fuel consumption or thrust that much . SXT is even more impressive - you have lovely legs! (err... landing legs I mean )
  5. I'm not sure if this has been tabled yet (probably has, but it's early and my caffeine level has yet to reach where it should be), but how easy would it be to have a procedural habitat/command module? Adding the appropriate modules (SAS, Crew Capacity etc.) is easy, but it needs a hatch - I'm very new to modding and how everything works in KSP but if, as I understand it, a hatch is defined by an invisible object in Unity, would it be possible for the 'hatch' object to be positioned in the nominal 'front' of the procedural object (i.e. what you see from a starting position in VAB) to enable textures to match it's location and NOT to scale with the rest of the object, but remain in its position? For reference, I love this mod already - I'm looking forward to continuing developments Cheers, Erasmus UK
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