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Kirondoll

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Everything posted by Kirondoll

  1. Hello, How is the status of this mod, stills active or got abandoned?
  2. Do you think to make the LUS too (Large Upper Stage)? http://www.nasaspaceflight.com/2013/11/sls-us-proposals-increasing-payload-destination-options/
  3. May I suggest you to add the deadly reentry support to the spaceplane parts?
  4. I'm using it everything look fine. may i suggest you to open new thread if you are the new developer of this mod?
  5. I hope that all the parts will find a new home, these are the best structural parts around.
  6. Hi nli2work, May I suggest you to add the deadly reentry configs to your mod?
  7. Hello, I downloaded and installed the new version, and one of the fairing bases seems missing the texture.
  8. Bad news, without this mod make a decent looking shuttle will be impossible.
  9. Hi Beale. In your lastest update you included into the zip an engine "CASTOR resitojet". Mistake or you planned it? (BTW it looks like a part from RLA stockalike)
  10. Hi Beale, This link is for the Excalibur-Almaz flickr gallery maybe you would find some interesting material inside for your mod https://www.flickr.com/photos/excaliburalmaz/
  11. Hi nli2work, Your plane mod is really amazing. I started a new project named "Propellers in Space" This is a preliminary result of my studies: The shuttle/plane works stock aerodynamics with DRE installed (from LKO with a shallow reentry path)
  12. IVAs are great, I just hope that the new b9 will be more wise on textures and parts.
  13. The Alnair is missing the heatshield. @PART[Alnair_Crew_A]:NEEDS[DeadlyReentry] { @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, -1, 0 reflective = 0.05 ablative = AblativeShielding loss { key = 650 0 0 0 key = 1000 64 0 0 key = 3000 80 0 0 } dissipation { key = 300 0 0 0 key = 500 180 0 0 } } RESOURCE { name = AblativeShielding amount = 900 maxAmount = 900 } }
  14. I tried this mod yesterday, both the taurus and sdhi extension parts works. Thank you for your work.
  15. Hi Blackheart, Just for information,do you plan to update this mod to 0.24 or not?
  16. Hi dtobi, IMHO I spotted few errors into the tech tree, There is 3 fuel valves: default on , default off and a not defined one (the Schrödinger's valve?) 3,75 fuel tanks are unlocked by "Composites" and the 2,5 by "Very heavy rocketry" also is strange the 1,875 tanks are unlocked by "Heavier Rocketry". Engines placement is also strange X2 in "heavy rocketry" , nothing in "heavier rocketry" , then all the engines (but the small ones) in "Very heavy rocketry".
  17. Hi, an advice, dtobi is making some parts that fits perfectly with the new KW.. Link to the dev thread : http://forum.kerbalspaceprogram.com/threads/84224-Klockheed-Martian-Special-Parts-V2-0-27-July-Dev-Thread-Tubes-and-Hatch
  18. http://forum.kerbalspaceprogram.com/threads/88026-Radial-Decouplers-3-75m-Decoupler-Issues-%28Return-of-the-Kraken-0-24-2%29
  19. Hi Porkjet, I suggest you to don't do it B9 mk2 parts are not compatible with yours,
  20. Update after some testing. The bug ( ship do not load on the launchpad)happens only when the basic part is unlocked and no nodes that unlocks additional sizes. I tested only the small cargo bay.
  21. Hi Dtobi, I have a strange bug under with the KM cargo bays (KSP 0.24 x86), they work fine in sandbox mode but in career mode, if I right click on them, I do not get the cursor to resize and if I try to launch the vehicle, the vehicle does not load on the launchpad. All the other parts work fine.
  22. Hello dtobi, All the parts looks good, I have only a suggestion the top node on crocodile fairing needs a built in decoupler
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