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Everything posted by BT Industries
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Your work is amazing!!! Well Done!!! I Love it!!! (Just one question... how is he going to get it in his mouth???)
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Good job!!!
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I agree underwater physics would be really cool. This game is longer just a space sim... Its a everything sim. KSP is great for building any crazy idea you have and trying to make it work in a realistic enviroment, except for submarines.
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Maritime Pack & Submarine Pack 2.0 Dev Page
BT Industries replied to BT Industries's topic in KSP1 Mod Development
Sorry didn't realize it only allowed you too read... Fixed now. -
Maritime Pack & Submarine Pack 2.0 Dev Page
BT Industries replied to BT Industries's topic in KSP1 Mod Development
There, should be all done now. @CliftonM I Have sent you an invite and @DirtyVenomSteam I have created a Skype account as you are probably well aware (If I got the right person) -
Maritime Pack & Submarine Pack 2.0 Dev Page
BT Industries replied to BT Industries's topic in KSP1 Mod Development
Ohh cool this will be great. Thanks I'll add you to the Maritime Pack team which is a part of the BT Industries organisation. Sorry will do that today Working from your phone is extremely difficult -
Maritime Pack & Submarine Pack 2.0 Dev Page
BT Industries replied to BT Industries's topic in KSP1 Mod Development
The engine 1 problem is known @DirtyVenomSteam it works when you change the folder it is in. Yet another reason to change the folder structure which is still identical to the original structure that Fangist used in every way How much fuel would you recommend the tank should hold? Sadly I am currently working from my phone because mystery computer is constantly getting the clock watchdog timeout blue screen of death error. -
Maritime Pack & Submarine Pack 2.0 Dev Page
BT Industries replied to BT Industries's topic in KSP1 Mod Development
How you guys can help and a prerelase download... All though there is no official release yet, you are all welcome to download the W.I.P. prereleased version of the mod from the Maritime Pack GitHub Release Page and help speed up the development by posting bugs and/or make a fix on GitHub and request a pull. -
Maritime Pack & Submarine Pack 2.0 Dev Page
BT Industries replied to BT Industries's topic in KSP1 Mod Development
Sure go ahead. It would also be useful if you could comment straight onto GitHub. -
Maritime Pack & Submarine Pack 2.0 Dev Page
BT Industries replied to BT Industries's topic in KSP1 Mod Development
Quick Progress Update... I have updated the OP so it contains some more information and looks better And I have also set up a Github page so the team can collaborate quicker. -
[1.6] Davon Throttle Control systems mod [v088]
BT Industries replied to PrivateFlip's topic in KSP1 Mod Releases
Thanks -
Maritime Pack & Submarine Pack 2.0 Dev Page
BT Industries replied to BT Industries's topic in KSP1 Mod Development
I have no idea of how to make a plugin, so if there is anyone who ha an idea of a rough ETA it would be @CliftonM I presume we aren't to far away though. Thanks for the heads up, time to see if the propellers will now spin, -
Love this mod!!! Cant wait for a 1.1 update.
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[1.3.1][Kopernicus] KASE v0.3 [26June2016]
BT Industries replied to KillAshley's topic in KSP1 Mod Development
Great idea!!! The stock planets really needed an overhaul. My only question is... Are the height maps still the same (i.e. Does Kerbin side work with this?)? -
Just discovered that you have this thread as well. I posted my thoughts on your other thread. Great work so far Cheers Ben from BT Industries
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KSP kerbalkind website for all your needs
BT Industries replied to Darth Jeb's topic in KSP1 Discussion
I also thought of doing this once (Kudos to you for actually doing it) so... Here Are Some Of My Ideas: And if this goes really well, here are some more advanced ideas. As for the crafts you have there maybe change them to stock beginner style crafts for people who want to learn to fly in an easy craft. Maybe have a Launcher, Minimus Lander, Science Rover, Easy to fly SSTO and a series of satellite subassemblies that they can put in the launcher. I do not care if you don't like these ideas, it is your project you do what you want with it. I see this as "A Hub for KSP Related Infomation and News" is this the same as your vision for it? I sure hope so because that would be amazing. If you have any questions or need help with this project just ask . This looks great so far and I can't wait to see what the future brings for this. Cheers Ben from BT Industries -
[1.3.1] [v1.1.1] PanzerLabs AeroSpace K-Sat Series
BT Industries replied to JohnnyPanzer's topic in KSP1 Mod Releases
These look so pleasing to the eye. Goodbye stock probes you shall never be used again. These are just soooooo superior.- 51 replies
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Will do when spare time arrives...
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Thanks for the speedy reply. I sure hope it will work... I just remembered an idea I had ages ago and I think it would work great with mod (If not done already). Kerbals use up Oxygen under water?
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This mod is amazing!!! If only some parts could be turned off, a prefer USI LS for Life support and RemoteTech for signals. Its is completely unique when it comes to Life Support on EVA and radiation. Good Job @ShotgunNinja Small question... Is it possible that you Don't run out of oxygen and EC when EVA'ing attached to the craft via a KAS pipe?
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What's your preferred method of playing KSP?
BT Industries replied to ZooNamedGames's topic in KSP1 Discussion
Still saving up for that joystick and throttle... But, for now I am stuck with a keyboard. EDIT: (Just realized this is my 100th post!!!)- 51 replies
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Maritime Pack & Submarine Pack 2.0 Dev Page
BT Industries replied to BT Industries's topic in KSP1 Mod Development
Thanks (again) -
Maritime Pack & Submarine Pack 2.0 Dev Page
BT Industries replied to BT Industries's topic in KSP1 Mod Development
It is defiantly the main priority. Quick update... We currently have @CliftonM working on a plugin (Thanks again Cliffton!!!) and everything is looking great for a release. Just a small favour to ask from the community... I did not buy KSP from Steam so I don't have access to 1.1 prerelease. So can someone please confirm that the "unloading crafts in the water" issue has been fixed (The one were your boats fall to bits when you leave it and launch a new craft). Thanks.