StevieC
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Everything posted by StevieC
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Temporarily switching back to version 1.2.9 to load inventory I can't load with 1.2.10. Hoping that those .craft files will work after re-updating to 1.2.10
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
StevieC replied to Pak's topic in KSP1 Mod Releases
no I mean even when I use up ALL of my monopropellant I can't circularize, even with an EMPTY payload bay. And I really need to have some monoprop left over after circularizing for not only the deorbit burn, but also to do docking-maneuvers. NONE of those things are possible. I only have 500 meters per second of delta-V on monoprop, with an empty payload-bay, and to be a usable shuttle I need at last 1 km/s delta-V on monoprop ALONE when the payload bay is full- 2,351 replies
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I don't use DRE.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
StevieC replied to Pak's topic in KSP1 Mod Releases
This mod's OMS engines are woefully underpowered for me. I can't even circularize my orbit with an EMPTY payload-bay.- 2,351 replies
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I can't add parts from Angel-125's Buffalo parts-pack to inventory, nor can I add any of the DMagic Orbital Science parts to inventory anymore either. In the case of the Buffalo parts-pack that's a serious problem 'cuz one of its touted features is that you can put its "JetWing" into inventory, and now I can't do that anymore.
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why settle for russian or american knives when the Swiss make the best?
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do the landing-legs in this parts-pack work in 1.1.2?
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my other suggestion was a Wankel-engine, something like a repurposed engine from a Mazda RX-8 perhaps
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@blackheart612 thoughts on my idea of contraprops?
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B-36 would be neat 'cuz it'd be a pusher-prop, and I'd love to see an Armstrong Siddeley Double Mamba (which powered the Fairey Gannet. Two turboprop engines geared to a pair of contra-rotating propellers, such that one engine powered the clockwise turning contraprop, and the other engine powered the anti-clockwise turning contraprop and you could feather one contraprop whilst continuing to use the other one). If that's not feasible, than just contraprops in general would be cool. Another thing I'd like to see is a prop that's on a Wankel engine instead of a piston-engine.
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you need to make an "Agencies" folder in the "TundraExploration" directory" with a few files in it. There should be files in the "Squad" directory in GameData that can be used as a sort-of template.
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one other small thing: Can you please make Tundra Exploration selectable in the "Browse By Manufacturer" tab?
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Four small requests. Please add roll-control to the grid-fins. Please put the "Ships" folder directly in the same directory as the "GameData" folder so that CKAN will automatically install those files into the default "Ships" directory. The heat-shield fix I mentioned earlier in this thread. Mark the pack as being compatible with KSP version 1.1.2 Do you think you can please put out a quick 0.8.6 patch with these 4 things over the weekend?
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Okay, this fresh install did get the Buffalo control cab and crew cabin "general" inventory slots to show up correctly but there's an anomaly in the crew cabin that I still think could be indicative of a bug. My modlist in this KSP install is: ModuleManager 2.6.24, RasterPropMonitor 0.26.0, ASET Props 1.3, Community Resource Pack 0.5.2.0, KIS 1.2.9, KAS 0.5.7, MOLE 0.6.1, and Buffalo 0.2.14, and no other mods.