-
Posts
548 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by evileye.x
-
XCOM Long War
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
evileye.x replied to EnzoMeertens's topic in KSP1 Mod Releases
I wonder, how does it works with KCT spaceplane revovery to inventory?- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
By the way, there is a mod to reroll seed. Specially for save scumming
-
Don't play the game like a cheater. Be an Iron Man I really advise BeagleRush YouTube channel if you wish to learn how to play. I've thought I'm an XCOM pro, but learned some tricks. Love this game. Like mix of chess and russian roulette....
-
I'm on X64. Buildings bug is solved by the mod But unfortunately there's damn annoying right click menu bug when you have to click hell of it to make part menu appear. However never had issue with phantom roll induced by CKAN or x64, so... I think OP is unfair.
-
What if the Saturn-Shuttle was built instead of what we got?
evileye.x replied to fredinno's topic in Science & Spaceflight
The shuttle design is pretty senseless, until you think about RETURNING things from space. Or polar orbit nuclear strikes. Remember shuttle was capable of polar mission, but never flew it. If crazy politics and military was not involved, shuttle could be more reasonable spacecraft... When soviets started buran, they knew it's kinda senseless, but needed to show THEY CAN DO IT and even bigger and automated... Then ditched the program. -
What if the Saturn-Shuttle was built instead of what we got?
evileye.x replied to fredinno's topic in Science & Spaceflight
Hmm, all this Saturn story is very strange. Why they dropped totally succesful Saturn V and fired Wernher von Braun ? You know, N-1 failed in 7 launches or so... Saturn V was total success and F-1 engines was so cool, but never used again? For me it looks like they simulated all the moon stuff, then like "oh no, wrong concept, we need something completely different - a Space Shuttle". Too expansive? Shuttle development and exploitation was also expensive. The most obvious reason for this - Wernher von Braun and Saturn V actually ... failed. May be...? -
Cool, very useful fix
-
[1.0.2]HGR 1.875m parts(v1.3.0 released)
evileye.x replied to Orionkermin's topic in KSP1 Mod Releases
check small one, that goes on top of radish capsule -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
evileye.x replied to Orionkermin's topic in KSP1 Mod Releases
I would add deploy height for small inline chute // inline chute default fix @PART[InLineChuteSmall]:HAS[@ModuleParachute] { @MODULE[ModuleParachute] { @minAirPressureToOpen = 0.06 @deployAltitude = 1000 } } min pressure may vary, but default HGR deploy alt 500 is way to low in my experience -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
evileye.x replied to Orionkermin's topic in KSP1 Mod Releases
I'll check my cfg for HGR today and list it here. But looks you've got all covered -
Is it possible to change remote control station requirements instead of - specific probe core and 6 kerbals to - have 2 pilots on crafts?
-
[1.0.5] Gryphon textures for Procedural Fairings v1.4
evileye.x replied to Ravenchant's topic in KSP1 Mod Releases
So, to clarify things, is it compatible with PF for everything? -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
evileye.x replied to Probus's topic in KSP1 Mod Releases
Hello, what do you think of HGR (and HGR redux) support? Amd seems there's no support for whole SXT, right? Also, would be cool to include USI exploration pack as well. If you're considering suggestions...- 1,028 replies
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
evileye.x replied to EnzoMeertens's topic in KSP1 Mod Releases
OMG, so incredible mod! Can't beleive it's happening, super-cool!- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
evileye.x replied to Ven's topic in KSP1 Mod Development
CKAN has 1.9.1 What's new, I wonder... -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
evileye.x replied to bac9's topic in KSP1 Mod Releases
Hello @blowfish , I'm bit condused. CKAN has B9 Aerospace Pack and B9 Aerospace Props with identical size 61170 KB. Which one is correct one? ..... O'k - figured out. Looks like B9 Aerospace Pack - it has props as dependancy- 4,460 replies
-
Cool engine. Great term - Porkalike. Porkified RAPIERS
-
Hello, definetly gonna try this. I hate stock node gizmos with all my heart and never play without precise node and hotkeys. Do you have hotkeys for +orbit -orbit ? Can be helpful when you trying to arrange intercept on Ascending|Descending node.
-
I play at 120% heat level. Really, 1.0.5 adds some challenge to reentry. You need ablator. Don't go too high - you get lot of heat and less drag. But if you go lower, make sure you have low mass and high drag. Drogue chutes and airbrakes are your friends. Love 1.0.5, really cool ( hot ) changes
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
evileye.x replied to Ven's topic in KSP1 Mod Development
@Ven I like new 2 men pod, TKS style. I really hope IVA is on to do list for it Do you plan to make RCS pod and retropack for it?