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KSP2 Release Notes
Everything posted by Penkover
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Penkover replied to K.Yeon's topic in KSP1 Mod Releases
Can I request a new part? - Mounted H cockpit, used for KH sized planes with K sized cargo doors in front. -
[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] KW Rocketry Rebalanced
Penkover replied to linuxgurugamer's topic in KSP1 Mod Releases
Interesting, ill take a look at it, thanks. I cant look at it right now, but its just the tanks, fairings and decouplers. Definetly NOT thrusters, boosters, structural stuff and command and control blocks. Edit: Batteries too, they looks nice but i always tend to use the stock ones. -
[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] KW Rocketry Rebalanced
Penkover replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, KW rocketry used to be my favorite mod, but now, many of its parts are included also in Vannila game (+DLC) and with combination with few other mods, its getting really messy. But there are many blocks I am still using, for instance thrusters and boosters, cause of them i dont want to uninstall this mod. Can i simply delete the tanks, fairings and other blocks from the mods directory folder? Or does exist another, simplier way to hide theese blocks ingame? Thanks. -
[1.12.x] Near Future Technologies (September 6)
Penkover replied to Nertea's topic in KSP1 Mod Releases
I saw a bug with near future Launch vehicles (my favorite) mod. It seems that EX-M9 configurable cluster mount doesnt show his shroud when he is launched, while its OK in the VAB/SPH. https://drive.google.com/file/d/1nAoIdF0_SlfRzqn3izkuB_EsHiK0Smr_/view?usp=sharing https://drive.google.com/file/d/1GrECVDqJZLXzwK0M5mO2LImePV5jLblb/view?usp=sharing -
Thats what am trying to avoid. Maybe i really didnt have trigger armed ( but i am sure i had) or guard on... Nevermind. I ll be more happy if someone answer number 1) + 4) On wikia AND on KSP pedia writes only about firing interval ( W. Manager settings) but i have also "burst lengh" slider. What does it do, and is function of "firing int." changed? My theory: Burst lengh= firing time Fire interval = time betweem burst Old version : fire int/2 = burst lengh. which is no more active
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Could i ask few questions ? 1) If i set laser point or GPS coordination, then fly with wing of fighters/bombers equiped with laser/gps guided missile, will they even try to fire with guard + AI pilot mode ? It looks like no. 2) If i have missiles (whateever guidenance type) in cargo bay ( In cargo bay: true ), will the guard mode be able to open the bay itself ? Will he even try to fire ? 3) I have a bit problem with firing missiles mannualy. I set trigger on, (trigger time 0,1s) and hold mouse button, somethimes if fires, somethimes not. Any fix ? Will decreasing trigger time help ?
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I have a simply idea about integrating surface of celestial bodies. A highway. The mod adds one more part to the game with super funkcion: A highway builder. It is one big part equiped with 8 wheels, and two connector balls (on bottom and upper side to connect with your rocket). It looks like a bit oversized ( 15-30m) rover but it can put an asphalt road over places where it get over. Controling is same as normal rover control with max. speed nearly 20m/s. But it have two buttons, which alow to place a road. 1. Button: toogles between None, build mode or demolish mode Build mode starts building. None means, you can maneurate without building. Demolish mode clears already existing road and reveals the original terrain. 2. Button determimes the width of the road what appers (or is demolish) after everywhere, where it moves. (Not when flying, bridges in far far future upgrades). The road looks like 1-10m wide black asphalt zone (you can use original runway texture ) a bit (0,2-0,5 m) over terrain (not water or KSC buildings) to cover all holes and bents with flat area. You can now build your own runway on duna or highspeed road connecting your mun bases. We just need a skillful modder, not someone like me.
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Any help ?
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How to mine this metalic ore ? Theese minning thinks dont work. I click extend and its doing nothink , and no button "start minning" , what am i doing bad ?
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I am Back It wasnt so hard . 1) Download this : https://www.facebook.com/photo.php?fbid=1844281442466234&set=a.1547647405462974.1073741830.100006531873908&type=3&theater 2) Rename it : gaugeBackground 3) Export it to PNG (Sorry ,but I dont know how. JPEG dont work) 4) Put it in : main KSP folder → GameData → NavyFish → Plugins → Docking Port Alignment Indicator →PluginData →DockingPortAlignment 5) If ask to owerwrite , do so ( if dont ask , something is wrong) 6)PLAY ! the 1. character is yaw/pitch and 2. is translation
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-The submarine have no fuel tanks. You schould add fuel in to the hull. -Always when i build ship and launch it and go back to KSC , launch new craft and when get on "visual range" the old ship jump -The new cruiser platform little levitate. -There are 2 thumbetown hull an the old one dont fit to other hull parts. -The width of LCS (trirameram) is in real like width of BB , but its only little detail. -You also schould compleate IVA of the bridge because there no acces to the crew EVA. there is better carriers and sumbarines but its only for ksp version 0.9
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Penkover replied to BahamutoD's topic in KSP1 Mod Development
OK, i have little big problem with firing misseles. HOW ??? I built plane and ship , put the ship in guard mode , launch the planer and... The ship is firing only from guns and i am rying to fire missel but it cant hit , i dnt know how to lock target ??? -
1. THIS IS EPIC ! 2. Wont be bad if the texture wll be toogleable between current and old - good when team battles 3. I think this carrier is too big (600m) real us carriers have max 337.
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What mods and how ? I have mod near future elctrical and i can make eriched uranium from normal ore. Nothing blocking sight outdoor. Before i have another rover with same command pod and same problem. propably some bug.
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1) I have scaned mun and there are really lot of resources- ore , mineral , water, hydrates,uranite, metalic ore... can i use them all ? from what can i make fuel ? 2)why i need polar orbit when scanning? 3) i build a rover and IVA : and from EVA : where is the problem ? ps : why is the pictures so big ? How to make them smaller ?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Penkover replied to BahamutoD's topic in KSP1 Mod Development
Can you add some armor belt ? i think , the ,,DMG,, of the guns is too big. only 1x20mm gun can destroy a tank if the tank dont shot first. and i dont want to use skillfull -
[1.0.2] WarpUnlocker v1 (faster time warp, no altitude restrictions)
Penkover replied to acerola's topic in KSP1 Mod Releases
Can i warp time with this meanwhile i have activated engine ? And works it with 1.0.5 ? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Penkover replied to bac9's topic in KSP1 Mod Releases
IVA isnt important , firstly make exterior and do it like OPT spaceplene- 4,460 replies