Arron Rift
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http://kerbalx.com/Arron_Rift/Battle-Mech-100-stock Hey guys, this is the first creation I've ever posted here, I hope you like it The description in the save file gives usage instructions. It sort of "skates" with the wheels on its feet. The autopilot can generally keep it upright, especially on moons. It's not necessarily practical, but it is a LOT of fun to drive With its ion engines I was able to land on the mun when launched from 80,000m above Kerbin. I recommend using it with Hyperedit (or at least quicksaving before undocking the mech in case it falls over) but I included a launch-cage in the craft for mounting on a rocket. Enjoy, and Merry Christmas everyone
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Arron Rift replied to cybutek's topic in KSP1 Mod Releases
First off, I just want to say that I LOVE your mod (even more since you added the two little HUD displays), it is always the first one I install and I never consider playing without it! They really need to make it stock one day. But one suggestion: have you considered adding a "Lift/Weight" ratio of some kind, particularly in the hangar? I used to love making glider type planes by adding up the lift ratings of all the wing parts until it was higher than the weight of the plane, making it a dream to fly as it takes off without even lifting the nose and can practically land itself. But this is time consuming even with stock, and almost impossible with mods like B9's procedural wings. Thanks, and keep up the great work! - - - Updated - - - I haven't checked the logs, but I don't get a TWR when using the thermal engine in the MK2 stock-like extensions pack, but I assumed that was just because KER didn't know what to do with uranium. I don't have the interstellar switch mod added. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Arron Rift replied to Nils277's topic in KSP1 Mod Development
Very nice! Love the shape! -
I was coming here for the same thing, can't wait for it on CKAN!
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Arron Rift replied to KospY's topic in KSP1 Mod Releases
Good to hear, the main reason I use CKAN is because I have faith in guys like you to be thorough and make sure everything works before dummies like me go installing every shiny thing they can find and then wondering why their save file melted On behalf of the community, I thank you -
I'm suspecting I'm missing some inside joke, but....why is it called that then? If Bob does not look great when he's naked in space, why is it named that?
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So...Will this be rated "R" then?
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Arron Rift replied to KospY's topic in KSP1 Mod Releases
I was actually seconds away from posting asking why this is listed as incompatible on CKAN, lol! By the way, and idea why Bahamuto dynamics is listed as incompatible as well? -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Arron Rift replied to RoverDude's topic in KSP1 Mod Releases
Amen to the cyborg part, the guy is AMAZING! All hail our cyborg overlord! -
While we all have our own thoughts, lets all come together and at least celebrate to climax of Squad's 4 years of effort! Congratulations Squad and everyone here! We finally made it!
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Arron Rift replied to RoverDude's topic in KSP1 Mod Releases
Regarding the prior discussion, I'd be fine with it being for in-system warp only. The main thing I was wanting out of it was something that could fit on moderately sixed SSTO and spaceplanes (since I love those) looping right over the wings while still allowing clearance for landing gear. The main benefit in this setup is because most SSTOs can only get to Minimus at most without refueling, and this would provide greater range if you are willing to deal with the whacky orbital mechanics that translation causes. I was mostly hoping to build tiny, challenging-to-engineer ships that could fly to LKO and warp to Lathe without staging or refueling (though probably with several aerobrakes, etc since there would be so little fuel). -
[WIP] Mining and Processing Extension [KIMP] resumed
Arron Rift replied to riocrokite's topic in KSP1 Mod Development
So, does this add depth (pun intended) to mining? It has always bothered me in mods like kethane and Karbinite, that the resources are never more than two feet below the surface O_O -
Yeah, I saw someone recommending 4.22 for KSP, so I think I will go with that instead since KSP is all I plan to use Unity for anyway. Is there much of a downside to that?
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Hey, I'm thinking of trying my hand at modding, is this still the right package to use in 0.90?
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Do you think you could make the antimatter collectors boost exotic matter production or something? Or maybe passively collect Karbonite while you are away? Seems like a cool part to go to waste. As for IVA, I've always thought the IVA's from the MKIV parts would go great with this mod, though you would need Nertea's permission to redistribute. http://forum.kerbalspaceprogram.com/threads/101699-0-90-Mark-IV-Spaceplane-System-(14-12-14-important-fixes!)
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[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
Arron Rift replied to martinezfg11's topic in KSP1 Mod Releases
Are you referring to firespitter or something else? -
How is this pack holding up in 0.90? I miss the spinning ring :/
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Arron Rift replied to Ven's topic in KSP1 Mod Development
This may have already been asked before, but could someone give me instructions for how to only replace a few of the parts? I mostly want the jet engines and the intakes, as those never looked quite "advanced" enough to me -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
Arron Rift replied to martinezfg11's topic in KSP1 Mod Releases
Very nice! Though I agree, at least changing the shade of grey to match the stock would be a very good idea. Maybe also moving the panel lines near the connector to mesh with the stock parts as well. But very good! I've been wanting some MK2 with bigger windows.