Kevin Kyle
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Everything posted by Kevin Kyle
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Other creatures than kerbals
Kevin Kyle replied to Vivigluglu's topic in KSP1 Suggestions & Development Discussion
Kats man, we need Kats -
Elon Musk in the next MIB.....confirmed!
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Been around since Pong. Ive seen many changes and lots of things come and go. I wish I could share the enthusiasm some of you have. This could go either way. No doubt about one thing though, things are going to change. No one buys a company to just sit back and watch, they make changes. Honestly, no one knows how this will end and thats as truthful as anyone can be. I hope and wish for the best though.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Kevin Kyle replied to Galileo's topic in KSP1 Mod Releases
TY and the other devs for this excellent set of mods. Clearly one of my favorite addons for KSP. Appreciate all the work you all do. -
[1.12.x] FlagRotate - Adjust flag orientation
Kevin Kyle replied to linuxgurugamer's topic in KSP1 Mod Releases
Awesome, ty so much for doing this mod. It was needed! -
I live in South Central Indiana. I am considering driving down to Kentucky to view this one. Not sure it will be possible for me to do. So if I miss this one, there is one in the near future thats going to go directly over where I live. I hope Im here to see that.
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How do I get this out of orbit?
Kevin Kyle replied to jonpfl's topic in KSP1 Gameplay Questions and Tutorials
Its been quite some time since I had to get out and push ( I always lol about this. Kinda feels like your pushing a Pinto. ) It is an effective way to deorbit. It also teaches good Kerbal control. Just make sure you dont run out of jetpack fuel before you return to the capsule or it could end badly. lol You essentially have unlimited jetpack fuel in your capsule. (unless that got changed but I dont think it did) -
I made an Dres SSTO that doesn't need to refuel.
Kevin Kyle replied to JacobJHC's topic in KSP1 Mission Reports
Agree with Wallygator, very well done. Liked the vid! Great job! -
I just dont see this ever happening. Its nice to dream though.
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I wasnt sure which to pick but I went with Engineer. Im probably somewhere between Engineer and Scientist in reality. But being as Im a Tool and Die maker, engineer really made the most sense.
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KSP just helped me pass an important test | Updated with work pics
Kevin Kyle replied to Sandworm's topic in KSP1 Discussion
Congrats and best of luck in your future -
Sal_vager is leaving to travel the world.
Kevin Kyle replied to Vanamonde's topic in KSP1 Discussion
Thank you so much for all that you have done. You will be missed by all. I wish you safe travels and happy adventures. Pop in and let us know how you are now and then when the time is right. Kevin Kyle -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Kevin Kyle replied to RoverDude's topic in KSP1 Mod Releases
I have been unable to complete the last mission. I dont understand, I make it to space easily, re-enter and land just like all the other missions but the contract wont show "landed" or recovered" I have no idea why it wont, Everything seems fine. Its not a hard landing or anything like that. Ive tried several times, Same result every time. Anyone else have this issue? BTW, I really enjoyed this, are there any plans to expand on it? -
A reminder to take our face out of our screens occasionally.
Kevin Kyle replied to Talavar's topic in The Lounge
Its like shoving a big fat bowl of candy in front of a 5 yr old and then saying dont it too much. -
Rescue Mission Contract Preview
Kevin Kyle replied to Greylin's topic in KSP1 Gameplay Questions and Tutorials
Rescues dont show their position until you accept the contract, choose wisely. All the ones that say in low orbit are always in approx. the same orbit. If they dont say low orbit, they are likely to be anywhere. Same with stranded on planet or moon, likely to be anywhere. I like the low orbit ones, I gather them up until I have 4 in ,low orbit then send one ship to rescue them all at once. In early career I of course got them one at a time or maybe 2 at a time. A little thing I do........when I get to said rescue, I swap to the other craft, right click it and I set the craft type as "debris" prior to EVA. That way I know in the tracking station, that I have completed that rescue at a glance and dont confuse it with future rescues. Not all can be set that way. Sometimes they are not in a command pod and cant be marked as debris. The crashing into the Mun before you can rescue doesnt sound right to me and maybe a bug but I cannot confirm that. Maybe one of the devs or mods and verify that situation. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Kevin Kyle replied to SuicidalInsanity's topic in KSP1 Mod Releases
Ya, I dont know what to think, it was very strange. I have noticed here recently that when you grab something like that, the cockpit you grasp becomes the place that your craft is controlled from. Whatever that craft may be. So maybe that has something to do with it. Like I said, Ive never seen that before. Im going to write that off as a one off bug of unknown origin. Unless it happens again. I have nothing to go on.- 1,496 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Kevin Kyle replied to cybutek's topic in KSP1 Mod Releases
OK, I found it, in all the time I have used this mod, I never clicked on the edit button before. Found a whole new world. All good here now! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Kevin Kyle replied to cybutek's topic in KSP1 Mod Releases
I knew I was missing it somewhere. I will look (again) when I get home. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Kevin Kyle replied to cybutek's topic in KSP1 Mod Releases
Is there anywhere that displays the total length of the orbit in time? Have I been blind and not seen something thats already there? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Kevin Kyle replied to SuicidalInsanity's topic in KSP1 Mod Releases
I didnt have time to browse back through the recent post as I am in a hurry to leave. I will check through later at work but I thought I should mention this. I had a rescue mission for a Kerbal and their craft. Low Kerbin orbit, easy day rescue. Well, as soon as I latched onto the craft, I started increasing my ap as I happened to be pointed mostly prograde at the time. I had latched onto a SC-TD Multipurpose Cockpit. Nothing appeared to be happening visually. But when I turned retro I seen my ap started decreasing. I even cut off all access to mono and electricity and all engines but still it continued. It was a slow change of dv apparently. After a few minutes, it finally stopped. I have no idea what was going on. Never had anything like this happen before in the 1000+ hours of game time I have. I have several mods so its hard telling whats going on. Since it was that part I latched onto from this mod. I thought I better post this up just in case it had something to do with that part. It was like thrusters were active. Not sure whats going on. So consider this post just a headsup because I dont know what was going on really. Edited my post because it was not correct at the time that I posted. Its correct now. I have also read back some pages and have not seen any other reports like this. I have no idea whats going on here or what caused that. Never seen that behavior before in KSP since .018 when I started.- 1,496 replies
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iRacing ,---- an awesome sim if your into racing. A bit of Arma3 with my buddy and until 1.2 came out,I was into Fallout4. Ive got others but no time for them right now.
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Do you want to guess how many lines of code KSP has? Sounds like a contest in the making to me
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[Airships in 1.12.3] HooliganLabs Mods
Kevin Kyle replied to JewelShisen's topic in KSP1 Mod Releases
You dont need to do that for me, Ive changed mine already. I just assumed you would update that on the next build. It was the only part with that issue wasnt it? On a side note, I noticed that the contracts have been using the parts from mod for Kerbal rescue missions. All of the others were in Gondolas and its been fine, I did try to bring one back to Kerbin but it quickly succumbed to the heat on re-entry, No big surprise there. I really just wanted to get the part out of orbit. I got enough junk in orbit as it is. -
[Airships in 1.12.3] HooliganLabs Mods
Kevin Kyle replied to JewelShisen's topic in KSP1 Mod Releases
Awesome, I will apply that fix as soon as I stop playing. I actually resolved the issue and saved the Kerbal. I sent a ship with a claw, clawed it and transferred the Kerbal to the ship and released the captured ship. So it all worked out anyway. I must have been in a panic moment when I wrote that post, all it really needed was Kerbal know how applied in the Kerbal way. lol Thanks for the response and the fix. I will just consider this a tester moment that will fix an issue for everyone!