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Everything posted by Fireheart318
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Add a Saturn Analog
Fireheart318 replied to Cheif Operations Director's topic in KSP1 Suggestions & Development Discussion
I like the asteroid rings idea but if there were enough asteroids to look like a proper asteroid field ring, the game would spaz out and die as soon as you got in range. I think a good compromise would be to have a hologram ring with a couple hundred asteroids (total) floating around in there that respawn if they're removed from the ring area -
Uhm, I'm having a bit of trouble with OPT stuffs. The 'edit tank' button isn't there. I'm trying to make a submarine and I need tons of ore for that
- 738 replies
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- switching
- fuel tanks
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Fireheart318 replied to K.Yeon's topic in KSP1 Mod Releases
Suggestion - Add battery and ore container variants for all parts. Ore for submarines (and transporting ore) and batteries for muh space lazors! -
Sweet!
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Will Num Eht's atmosphere be thick enough to fly planes in? Is there water? How deep are the craters/how high are the mountains? Also, what kinds of mods are in the works?
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KSP Challenge: "Target Practice"
Fireheart318 replied to Darth Badie's topic in KSP1 The Daily Kerbal
Can I use an indestructable probe core that's just a round ball (not a Stayputnik)? I want to leave a mark and you can't make craters in KSP -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
Okay. I have it set up right but the vessels with the Spitfire despawned and won't work anymore. Is there a fix for this? -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
I'm having a bit of trouble getting the mod to work now. I can't seem to get the Spitfire cockpit. Should 00DeepSky go inside the main DeepSky folder? -
Share your Most Colossal Ship/Plane!
Fireheart318 replied to KerbalKyle45kk's topic in KSP1 The Spacecraft Exchange
I came up with the acronym before the name but it stands for Huge Unbelievably Large Karrier Kraft -
Share your Most Colossal Ship/Plane!
Fireheart318 replied to KerbalKyle45kk's topic in KSP1 The Spacecraft Exchange
It's not the largest thing I've ever built, but it is absolutely huge and probably impractical. Meet the H.U.L.K.K Mk1 rover! https://kerbalx.com/Fireheart318/HULKK-III-WIP -
Running List: Simple Suggestions
Fireheart318 replied to Wcmille's topic in KSP1 Suggestions & Development Discussion
A tiny radial decoupler would be great. Also a tiny cockpit like the Spitfire from ThorTech. It would also be nice to have everything be radial-mounted (as well as nodes) -
dead horse is unconscious horse. Just testing something... Nope. How do I delete this now?
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
The Spitfire cockpit is still my favorite part. I think a larger crew hatch is a must as well as a ladder part to hold on to to get back in to the cockpit. It's possible to get out by clicking on the hatch but I've never been able to get back in. Also, if you use it like I do, you'll want to get the Pico Port mod - https://forum.kerbalspaceprogram.com/index.php?/topic/155020-131-picoport-the-micro-docking-ports-v013/ -
(Links in spoiler) Vessel Mover, Hyperedit, KER, and RCS Build Aid are my absolute must-haves. I don't even bother with a new KSP version until they're updated. My less-imporant-but-still-favorite mods are Thor Tech (for the Spitfire cockpit mostly. You have no idea how useful that tiny lil cockpit is!! Also the Kinegar engine), Umbra Space Industries (mainly for the nuclear reactors), Take Command, and Pico Port
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[1.3] Version_2.0 Industries Rover Pack
Fireheart318 replied to MichaelV2.0's topic in KSP1 Mod Releases
Also, a Puma fuel cell would be great too! Maybe in the shape of one of the compact battery modules with little cylinders sticking out a little?- 19 replies
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[1.3] Version_2.0 Industries Rover Pack
Fireheart318 replied to MichaelV2.0's topic in KSP1 Mod Releases
The Honeybadger set seems to be lacking some stuff. An mk1, mk2, and Puma adapter, crew tank and cabin, battery, and cargo trusses would really improve it!- 19 replies
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Fireheart318 replied to Snark's topic in KSP1 Mod Releases
Yes it is, but I really like the look of the independent light more so I might try to use both mods. Thanks! -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Fireheart318 replied to Snark's topic in KSP1 Mod Releases
It was a little hard to tell because I was testing it in midmorning light but do the standalone lights actually light anything? Can there be an option to make them actually light things? If they could actually light things up I'd never use the stock lights again! -
I tried to make a mech a while back. It worked fine, save for some random wheel failures. It could pick up objects and had purpose-built weapon modules, semi-realistic shoulders, elbows, and wrists, self-contained power, etc., but if I had actual mech parts it would've been even better. And NO, it wasn't a replica it was inspired by it - https://imgur.com/zMoNDsC
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Or he just did research
- 21 replies
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- kerbal konstructs
- kopernicus
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
Could they be improved in the future?