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@Angel-125 Yes I added crew in the editors. All editor readouts are working as far as I know. Only when the vessel is launched already and being processed in the background is when it states indefinite when there is a recycler on. I will check the logs and post later as well.
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@Angel-125 Do the snack processors or recyclers "process" in the background. Neither seem to be working unless the craft is in flight mode. No matter what I try it seems to say "Indefinite" in the duration window at the space center.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
DaGuyAboveYou replied to Ger_space's topic in KSP1 Mod Releases
your the best Ger_space. Keep up the good work man -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
DaGuyAboveYou replied to Ger_space's topic in KSP1 Mod Releases
@Ger_space I installed KK onto a RSS save to create my own bases but the Ctrl+ K button to bring up the editor does not work. Any solution to this or if Kopernicus is conflicting with KK? -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DaGuyAboveYou replied to Pak's topic in KSP1 Mod Releases
Hard to tell with words. If your are just using this mod and stock I can check what's going on. just make a kerbalx link and reply back and I could do some troubleshooting.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DaGuyAboveYou replied to Pak's topic in KSP1 Mod Releases
Try out the fly-by-wire option as a SAS replacement from Atmospheric Autopilot mod. it's what I use for my shuttles and it flies like butter.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DaGuyAboveYou replied to Pak's topic in KSP1 Mod Releases
@pak hey I'm at Kennedy Space Center right now and will be here for a few days. if you need any pics you couldn't find on the Internet of the shuttle, bay interior, engines, and ET,SRB let me know.- 2,351 replies
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
DaGuyAboveYou replied to MrMeeb's topic in KSP1 Mod Development
very nice. Of course i'm downloading this. but I have to wait until I have my tech tree unlocked but very nice work on attention to detail.- 282 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DaGuyAboveYou replied to Pak's topic in KSP1 Mod Releases
i have rarely used the mmu to dock as it was but i liked the feature being there. But i think having an actual construction piece would remind me that I can do that and actually use them for construction.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DaGuyAboveYou replied to Pak's topic in KSP1 Mod Releases
I just have to say that I LOVE YOUR MOD. In my opinion your mod offers the best and most stock-a-like low count part solution to making Shuttles. I tell everyone about your shuttle lifting body because it's the best. Keep up the good work and I look forward to future parts. Now the CSA needs to grind faster to get the shuttle tech in my save. And thank you for the SNACKS mod support. -DaGuy- 2,351 replies
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There's so many ways you can choose to name your crafts. I used to name manned crafts after the X-Men but chose their character names instead of their super hero names, Like using Logan instead of Wolverine or Rasputin instead of Colossus. I personally like to name fleets of crafts I use often like a shuttle fleet for example. I chose to go the route of naming the shuttles after a fantasy character or an action/meaning for representation like Paladin or Purity. Once you start naming you should get a flag mod and make custom name plates for your crafts. Your designs will start earning reputation as they complete more and more missions. Nothing make me feel better when I see a shuttle with the "Valkyrie" name on the side of the cargo bay.