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Everything posted by DeepSlayLP
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[Old Thread] KRE - Kerbal Reusability Expansion
DeepSlayLP replied to EmbersArc's topic in KSP1 Mod Releases
No, I tried that already. I thought that might be one, yet when I tried flipping them it still made the same thing. -
[Old Thread] KRE - Kerbal Reusability Expansion
DeepSlayLP replied to EmbersArc's topic in KSP1 Mod Releases
I might be oblivious but somehow appear the grid fins to produce a problem for me. At a height of roughly 1400m they start to randomly spin my rocket violently and it even happens whenever I disable the "roll" function. -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
DeepSlayLP replied to kujuman's topic in KSP1 Mod Releases
Why is it only showing two buttons (Next runway; next G/S)? Is it due to it only being supported by 1.1 or is it also supported in 1.1.x? -
[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
DeepSlayLP replied to fast_de_la_speed's topic in KSP1 Mod Releases
Somehow It only adds one display and not the rest pics will follow later -
[KSP v1.1.3] Common Core Pods (v.0.6.101)
DeepSlayLP replied to RaptorHunterMz's topic in KSP1 Mod Releases
Is there any chance that you'll add or implement any sort of RasterPropMonitor systems? That would go well with the whole design- 49 replies
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- pod
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
DeepSlayLP replied to FreddyPhantom's topic in KSP1 Mod Development
When do you plan on releasing the Mk3 extension for the 777? because they already look like very fleshed plans. -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
DeepSlayLP replied to Snark's topic in KSP1 Mod Releases
What about having square or rectangle looking external lights like the circle one? That would maybe help with making indicators for cars or similar -
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
DeepSlayLP replied to Eskandare's topic in KSP1 Mod Releases
Very good job on the fenestron rotor. I just experimented with it and found that the crash tolerance is slightly low. I tried making a water-landing capable helicopter and I kept on having the problem that the rotor explodes. As a second tip, I'd find it cool if you could see to add a flag at the back of the rotor.- 264 replies
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- engine
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
DeepSlayLP replied to Eskandare's topic in KSP1 Mod Releases
maybe set up a default position they get put on so that you can make sure they fold properly.- 264 replies
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- engine
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
DeepSlayLP replied to Eskandare's topic in KSP1 Mod Releases
Will you add the ability for rotors to be folded like on an aircraft carrier? Especially since you added the SeaKing rotor.- 264 replies
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
DeepSlayLP replied to Nertea's topic in KSP1 Mod Releases
Is it just me or are the hatches on the Mk IV Crew compartment either always obstructed or at the wrong place? I've been having some problems lately. Thanks for answering -
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
DeepSlayLP replied to Eskandare's topic in KSP1 Mod Releases
Thanks- 264 replies
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- engine
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
DeepSlayLP replied to Eskandare's topic in KSP1 Mod Releases
Can anybody recommend a good set of parts that look like helicopter cockpits?- 264 replies
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
DeepSlayLP replied to NecroBones's topic in KSP1 Mod Releases
Okay, I found the fix for it. I just had to redownload IFS -
Okay, thank you for the answers. In the KSC screen, I thought I had something on the screen. Good to know that it always has been there
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
DeepSlayLP replied to NecroBones's topic in KSP1 Mod Releases
Yes, I already downloaded and replaced the IFS 3 times but it stayed the same problem. And I also made sure that the Module Manager is up to date -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
DeepSlayLP replied to NecroBones's topic in KSP1 Mod Releases
I just have a simple question: Since the last update 1.1.3 I believe Fuel Tanks Plus has given me a hard time with the Switcher. It shows all the textures at once and to be honest its ugly. Anz way to fix this? I deleted MkIV systems already. -
I have no Idea what this black obelisk looking thing should be squad put in the middle of the lawn to the north of the KSC. Does anyone know something about that or is it just an easter egg?
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
DeepSlayLP replied to Eskandare's topic in KSP1 Mod Releases
Just maybe you might want to add like back rotors in hulls like on the Eurocopter EC-155. And maybe try to talk to other people to help make more helicopter cockpits- 264 replies
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[WIP][1.1.3] XKOM- Interceptors Update- The Raven Takes Flight
DeepSlayLP replied to njmksr's topic in KSP1 Mod Development
Thats a good thing -
[WIP][1.1.3] XKOM- Interceptors Update- The Raven Takes Flight
DeepSlayLP replied to njmksr's topic in KSP1 Mod Development
how is the progress going? -
Do you have plans on designing new bigger rovers?
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[WIP][1.1.3] XKOM- Interceptors Update- The Raven Takes Flight
DeepSlayLP replied to njmksr's topic in KSP1 Mod Development
njmksr, will you work on like different color schemes as well? -
[WIP][1.1.3] XKOM- Interceptors Update- The Raven Takes Flight
DeepSlayLP replied to njmksr's topic in KSP1 Mod Development
Those planes looked awesome