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GiantTank
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Spacecraft Engineer
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I got it to show up in weapon manager and put decouplers, but when I click on "unnamed', no VLS door opens, thus making it so I cannot launch the missile. Am I doing something wrong or has this feature not been implemented? (Custom missile)
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With the whole Modular Missile thing, is it possible for the missile to show up in the weapon manager? I am trying to put a missile in the VLS tube (from large ship parts), but I can't exactly figure out how to launch it. Thanks!
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[WIP] [Kopernicus] The Death Star v0.3
GiantTank replied to cubinator's topic in KSP1 Mod Development
Mine isn't working for some reason. Clean version of KSP, Kopernicus installed, and it does not show up anywhere. Any suggestions?- 49 replies
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- thats no moon!
- actually this one is a moon
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Reverting again (The problem with SRB's)
GiantTank replied to SpacedCowboy's topic in KSP1 Discussion
Interesting, I always thought KER was Mechjeb without the autopilot. Ill check it out tommorow, sounds awesome! -
What is the most HORRIBLE way one of your kerbals died
GiantTank replied to 322997am's topic in KSP1 Discussion
A while ago, one of my Kerbals was heading back from Duna. Everything was going fine, until I decoupled my excess fuel and later opened my parachute. All of a sudden, I look up to see my Duna return module flying towards me at high speed. I tried to use RCS to get out of the way, but to no avail, I got most of my capsule out of the way, but the fuel tank managed to shave off only my parachute, sending my command pod into a wild spin that eventually resulted in Lithobraking into a mountain. -
Something like 20 minutes using ion engines in RSS to get to jupiter. Basically I resorted to cfg file editing to increase the thrust by about 100x (just to speed things up) and it still took an incredibly long time. Keep in mind that RSS ion engines have their thrust nerfed to basically nothing, while their ISP becomes absolutely insane.
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Reverting again (The problem with SRB's)
GiantTank replied to SpacedCowboy's topic in KSP1 Discussion
One of my main problems has always been mounting SRBs onto the decoupler. When you have large (10-15 meter) diameter first stages in RSS, it can sometimes be hard to place the SRB spot onto the decoupler-otherwise, It sticks to the rocket and doesn't seperate. Usually takes me 3-5 tries to get it right. -
You guys are thinking too small. We need a massive statue of HarvesteR with his hands cupped around the entire Space Center. Make it seem like he is lifting the Kerbals to the stars.
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KSP 2.0 - What would you expect (or wish) for a sequel?
GiantTank replied to carlorizzante's topic in KSP1 Discussion
Yeah, KSP cant spam roster updates I would like to see bug squashing before new features. Other than that, futuristic things. Massive starships cruising around would be boatloads of fun. -
READ THIS IS GREAT NEWS (Putting it in Ship Threads) So you know the jumping ship bug which would make your ship go orbital velocity when you loaded it? Turns out, theres a fix from something completely unrelated. I was messing around, and it turns out that FERRAM AEROSPACE (FAR) fixes the jumping ship bug. I have no idea why, but it fixes it. So play on KerbaSailors!
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READ THIS IS GREAT NEWS So you know the jumping ship bug which would make your ship go orbital velocity when you loaded it? Turns out, theres a fix from something completely unrelated. I was messing around, and it turns out that FERRAM AEROSPACE (FAR) fixes the jumping ship bug. I have no idea why, but it fixes it. So play on KerbaSailors!
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What does module manager scripts require? I would be glad to help.
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Using KSP 1.1 Prerelease Steps: Build a ship, using modded parts (I use Lship parts, but WW2 warships reports as well). Put a weapon manager and some guns on it. No Tweakscale. Use hyperedit to place in water, and go to space center. Now, go back to the ship. When you go back, the ship is stable for a couple seconds. When physics loads, the ship is ripped off the water at 11,000 meters per second. Mods (used to create ship bolded): BD Armory, CAL, Firespitter, Hangar Extender, KJR, Hyperedit, Large Ship Parts, Mechjeb, Naval Artillery System, Procedural Fairings, Procedural Parts, Tweakscale
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You all are complaining about having everything on one stage- I thought the stage at the very top was the first stage (Got stages reversed). So parachute goes off, then engine lights and whole rocket explodes.
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Kerbal Space Program 1.1 Hype Train Thread.
GiantTank replied to Whirligig Girl's topic in KSP1 Discussion
Well, looks like I have just got myself a hype train ticket. Once we pass 1.1 station I am going to disembark at the Kerbal Ship Port, so I can see my new couple kilometer long aircraft carrier launch without blowing up and flinging pieces out at earth escape velocity (Earth escape, not kerbin)