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Captian
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Hell_Raiser replied to Nils277's topic in KSP1 Mod Releases
Using the stock tech tree, I cannot find the new central hub part in career mode, I have it in sandbox though. Could someone direct me to where it is located please? I also recall seeing that the size of garages was going to be customizable, however the only garage parts I have are the adapter, front ramp, side door garage, garage cover, and small garage piece with radial attachment points. Am I missing something or did I just miss read a previous post? -
Spacewrecks, Derelicts and Ghost Ships
Hell_Raiser replied to AlphaMensae's topic in KSP1 Discussion
Here is my first and only mission to Duna. The landing was a little hard and damaged the legs, so in an act of pure brilliance, a Roald Kerman jumped out and fixed one of the legs. This resaulted in the flipping of the lander. Erfry Kerman then took charge and attempted to use the thrusters and rcs to flip the lander back upright. This resulted in a rapid unplanned dis-assembly of the craft. This is the largest remaining piece. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Hell_Raiser replied to bac9's topic in KSP1 Mod Releases
Another quick question, the op says that ATM is highly recommended, but according to the comments on the ATM page it is no longer useful for most mods. Does it still make a difference with B9?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Hell_Raiser replied to bac9's topic in KSP1 Mod Releases
Yeah, I feel really stupid, I found it right after I hit the post button. On a side note, are there any command modules for those parts? I have both the normal b9 and the hx parts, but all the command modules are tiny compared to the parts.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Hell_Raiser replied to bac9's topic in KSP1 Mod Releases
Could someone please point me to this mod?- 4,460 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hell_Raiser replied to BahamutoD's topic in KSP1 Mod Development
I found that whenever you do this they will default to off when a part explodes. -
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Hell_Raiser replied to AlphaAsh's topic in KSP1 Mod Releases
What do you have to do to get it to work? I have placed the fixed kk and the kerbinside skyways folders in game data, but some of the collides are above the runways and at funny angles- 2,488 replies
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[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
Hell_Raiser replied to Angelo Kerman's topic in KSP1 Mod Releases
Are you by any chance pointing it in the direction of the sun? If so, the answer to your question would also be a yes. -
Alright, you have me confused, did the planets come from mods or the 1.0.5 update? I have been playing 1.0.5 since it was released and never noticed any new planets, but your wording suggests that the update added the planets. Granted, I have been so focused on getting to Laythe (and maybe surviving) that I could have easily missed it.
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I have no problems preventing round pods from overheating on entry, however, every time I try to bring a space plane or rover into an atmosphere it goes Ka-Boom. I have tried enclosing them in fairings (rovers) and air-brakes/shallower angles (space planes) but they still tend to blow up. I can barely get a plane down from LKO, but I am red lining the cockpit. With fairings the fairing survives entry, and usually survives impact with the ground, but everything inside blows up. Is there some trick to this I am missing or do things just like blowing up without heat shields?
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[1.12] Extraplanetary Launchpads v6.99.3
Hell_Raiser replied to taniwha's topic in KSP1 Mod Releases
I just found this mod and I have a few questions; is kethane still required for most of the features to work correctly, and has kethane been updated to 1.0.5? I looked and the latest version of kethane I found was for 1.0, and didn't work with 1.0.4, but I could have easily missed something.