SpaceBadger007
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
SpaceBadger007 replied to MrMeeb's topic in KSP1 Mod Development
Sounds awesome!- 282 replies
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
SpaceBadger007 replied to MrMeeb's topic in KSP1 Mod Development
Looking fantastic! just a question on how will it function? Will it work like the stock MPL or will lean towards what MOLE does with bringing up experiments and returning them for science?- 282 replies
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
SpaceBadger007 replied to Eskandare's topic in KSP1 Mod Releases
Thought of adding in tweakscale support on the rotors? Mini ospreys for starting tilt-rotors come to mind!- 264 replies
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@Felbourn Will you consider removing the tweak scale removal of fairings in science/career mode, or have a switch around so that you can have side walls and a faring mount when you get the nose cone?
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This looks AMAZING! keep it up I look forward to it!
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[Old Thread] KRE - Kerbal Reusability Expansion
SpaceBadger007 replied to EmbersArc's topic in KSP1 Mod Releases
Rotating fairings that can protect the engine on re-entry, thats extremely AWESOOOOOOOOOOOOOOOM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -
Yea i just had the same issue with a probe needing a thermometer and not recognizing the coatl one.
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hmmm all is fine now, im not sure what it was but all is good now so yippee!!!!!!
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I have come across a bug in 1.1.3 while using these fairings, they seem to decouple inwards and partially destroy the payload, no matter what decouple force settings they are on, just to let you know.
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@severedsolo The mole uses its own science module but when you unlock the MPL later on it can function like that. This is what Angle said... " I'd need help from the mod author to add support for MOLE's various parts. The contracts look pretty confusing" As for habtech i asked but i did not get a reply.
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I have it targeted but I realized will it still work in sandbox? I know no science will come up but will the whole description come up etc?
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I think i might have found a bug. I have the cacteye telescope in a 260 km high orbin around kerbin and i dont have the science button pop up on the gui? Is that a bug or am i too low?
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Just... plain... Awesome!!!!!!! Keep up this awesome work!
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thank you for the distant object enhancer help. As it turns out I cannot copy and paste any mods over my gamedata, this will need some tinkering!
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I am unable to download this because when I copy the cacteye folder from the gamedata in the cacteyeoptics folder and paste it into my gamedata folder, a mini window comes up and says internet explorer has stopped working and it will not paste (even though I am using chrome)! also if you want the distant object enhancer thing do i download the folder or the gamedata in the folder or the cacteye folder in gamedata folder? EDIT: not internet explorer sorry windows explorer sorry my bad sorry about that
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
SpaceBadger007 replied to Pak's topic in KSP1 Mod Releases
@Pak Ever thought of adding in contracts for lunching shuttles and building orbital stuff with shuttles, and then recover them on the runway? Like what TST does, and brings contracts to go along with its mod.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
SpaceBadger007 replied to Pak's topic in KSP1 Mod Releases
So with the lifting body parts working as wings now I wont have to use stock bug fix plus anymore to make them work right?- 2,351 replies
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