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Everything posted by minepagan
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The one thing I forgot to do..... Looks like I'm doing a rerun!
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Ok. BTW, with the current state of the mod, I was able to replicate the Kerbin 1 mission. Only have a few parts fleshed out, but I'll be adding slowly.
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WIP - Environmental Visual Enhancements Development
minepagan replied to rbray89's topic in KSP1 Mod Development
Nice job! Although.....the red sun effect is a little odd.... -
Alright, just got started on the mod.....KSPI is too damn confusing, scratch that. I'm having some odd texture issues with Tantares, so I am (currently) using only SXT and stock parts. I will, when I'm done with most every other part, add a *few* parts from Tantares, primarily the Vostok, re-scaled to be Rockomax's capsule.
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I was kidding about those. Well, except for the Saturn 1b and Titan II/III. And FusTek is now stable, and 1.0.x compatible. He recently updated it, to include KIS compatibility, and updated the IVAs. http://forum.kerbalspaceprogram.com/threads/35043-1-0-X-Experimental-FusTek-Station-Parts-(WIPs-on-GitHub) - - - Updated - - - Oh, and the Buran. Although all we need in an engine/Back section.
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- totm march 2020
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Or longer :-)
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Take it easy on our poor C.O.! Now, you need to do green and black retextures for Soyuz, a Green retexture for TKS, and make an apollo capsule, LM, Saturn 1b, Saturn V, Parachutes/Docking port for the Apollo CM, an apollo CSME, CSM Tank, Titan II, Titan III, Atlas, Centuar, Mercury, Gemini Moon Lander, Inflateable habitat, Space Station Freedom parts, Space Shuttle parts, Buran parts, ISS Parts, Delta V/Delta V Heavy, Orion, SLS.... - - - Updated - - - Totally not a hypocrite.
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- totm march 2020
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1st: Ok, I can wait. 2nd: Ok. So.....moar power. Got it. 3rd: Soo.....I could do that..... 4th: NO ****ING CLUE! Really, I have no clue how to make pre-planned throttle adjustments in-game. I might just make them (for simplicity) semi-throttle-able. (I.E. only going from, say, 100% of thrust to 75% of thrust)
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
minepagan replied to BahamutoD's topic in KSP1 Mod Development
I forgot to mention this earlier.....on the start of the thread, you do not have a link to SC Panzer Parts. http://forum.kerbalspaceprogram.com/threads/120212-SC-Panzer-Parts -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
minepagan replied to BahamutoD's topic in KSP1 Mod Development
yes! We need icbm/irbm guidance! -
[WIP] Nuclear Warfare [No Longer Supported]
minepagan replied to HiAmerica's topic in KSP1 Mod Releases
You *could* do that with BD.....although I've tried with missiles and suffered poor results. Mechjeb would be better. On that note, someone needs to make ICBM software for BD. -
Any chance of you making ballast tanks that fit with submarines? *cough* Mk3 *Cough* They dont even need a retexture, just, like, take an RCS tank and fill it with water.
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Someone posted their own CFG for it on the last page....
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Can you check out Tantares & Tantares LV, and tell me if you think any of the engines (even rescaled) are what you feel your story engines should look like? If I'm not mistaken, Tantares has an LV-15 or LVT-15....or was it -20....
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[1.0.4] DSD Mobile Labs - Enhanced Mobile Processing Labs
minepagan replied to JDCollie's topic in KSP1 Mod Releases
Any thought about making Labs in different sizes? I remember a mod that did that way-back-when, but I believe it has been abandoned. Basically, make labs in MK3 and MK2 sizes, and possibly a hitchhiker-sized one. WARNING: I tried doing it as my own mod, but when I tried to change the MK3 Crew Cabin into a Lab, the part caused the game to crash whenever used. (Right-click menu would stop showing up, in VAB & In-flight) Oh, and nice model! -
Just finished reading up to this point, and, My Kerm! What an amazing job, sir! You deserve a cookie! On another note, I've been thinking about a way to turn (part) of your story into a mod....using KSPI, couldn't you make it so that a part could be upgraded? So you could 'evolve' from the LV-9 to the LV-909?
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[1.0.4] YongeTech: Great Big Sky Tech Tree (v1.1)
minepagan replied to yongedevil's topic in KSP1 Mod Releases
What are the code names for all the nodes? - - - Updated - - - Nvm, found them in the config file. But could you add them to the chart in the album? -
YAY!I have a chance to be a good modder some day!
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I had a minor issue with PPTS. Anyone else getting it? On reentry, I lost half my ablator before effects started, and did not slow down for quite some time. I ended up landing with a *very* small amount of ablator left.
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