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Everything posted by pheenix99
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Wait, you're saying the develocitizer works now? I can't test it at the moment, but the cfg file makes it look like a resource scanning type of pod and not for deceleration.
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KSP Interstellar Extended Continued Development Thread
pheenix99 replied to FreeThinker's topic in KSP1 Mod Development
Sweet. Whenever it's ready, I'll be pacing anxiously patient. -
Woohoo!
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KSP Interstellar Extended Continued Development Thread
pheenix99 replied to FreeThinker's topic in KSP1 Mod Development
I thought that at first, but I downloaded it from curse a second time (https://kerbal.curseforge.com/projects/ksp-interstellar-extended/files/2335725) where it stated it was 1.2 pre-release. -
KSP Interstellar Extended Continued Development Thread
pheenix99 replied to FreeThinker's topic in KSP1 Mod Development
Just downloaded the 1.2 pre-release and KSP tells me it's not compatible and to use 1.1.3 -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
pheenix99 replied to Sophia's topic in KSP1 Mod Development
Guess I'll start a sandbox game and play with it. Now I really wish the develocitizer was functional -
The v1.2 Hype Train Thread - Prerelease is Out
pheenix99 replied to Whirligig Girl's topic in KSP1 Discussion
I may download it, but I'm not playing it until there is a fully functional MechJeb release (or pre-release)- 1,592 replies
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- experimentals
- not the patience ferry
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The v1.2 Hype Train Thread - Prerelease is Out
pheenix99 replied to Whirligig Girl's topic in KSP1 Discussion
Is there a specific time today? I figured it was a midnight release sort of thing.- 1,592 replies
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
pheenix99 replied to Sophia's topic in KSP1 Mod Development
But wouldn't I accelerate (and add to the dv required) as I approach the periapsis? -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
pheenix99 replied to Sophia's topic in KSP1 Mod Development
Anyone have any tips on how to warp from one planet to another without requiring a stupid amount of dv to enter into a stable orbit? If I just point and warp, I end up in the system significantly faster than I should be (ie: 8,000 dv to circularize). I'm convinced I'm doing something wrong. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
pheenix99 replied to Sophia's topic in KSP1 Mod Development
I just slap extra xenon tanks there. I'm hoping that integrated or add on RCS thrusters will make an appearance one day. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
pheenix99 replied to Sophia's topic in KSP1 Mod Development
That's what I was trying to avoid. If I can attach a small lander within the confines of the warp bubble, that might be worth trying. A bit disappointing since there's a ladder long enough to reach from the cargo bay to the ground -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
pheenix99 replied to Sophia's topic in KSP1 Mod Development
I'm trying to sort out a way to land on a planet I have the landing struts sorted out on a non warp capable version, but I can't seem to find the right engines for the decent and I don't have the skill to make that xenon based thruster tweakscale compatible Not a huge fan of those RCS engines.... -
Can't wait to install 1.2 so I can try this.
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
pheenix99 replied to Sophia's topic in KSP1 Mod Development
Either way, I still love the mod. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
pheenix99 replied to Sophia's topic in KSP1 Mod Development
Are there any plans to convert it to or replace it with another pod? Perhaps supply storage (fuel, supplies, etc) or some other science gathering purpose? It's a nice visual that I'd hate to see go away. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
pheenix99 replied to Sophia's topic in KSP1 Mod Development
At first I was losing my mind trying to figure out why I couldn't build anything. Turns out it was because I needed a 2nd engineer. -
Is there a requisite number of engineers required in the orbital VAB? I'm attempting to build a ship in orbit with one engineer in the orbital VAB using the Orbital pad as the spawn point, but both modules are "locked" and I can't build anything (despite having sufficient building materials). /edit: 2 engineers....nevermind
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
pheenix99 replied to Sophia's topic in KSP1 Mod Development
First delivery of building materials to the station. Still haven't figured out the develocitizer yet..