nascarlaser1
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Everything posted by nascarlaser1
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[1.2.1] TRP-Hire (formerly KSI Hiring)
nascarlaser1 replied to TheReadPanda's topic in KSP1 Mod Releases
whats the different between MIA and KIA? -
My intercepting skills are 0, but I am good at actually landing my stages on planets like Mun or Minimus, and then using a rover with kas/kis to drag them where I want them, and then reusing them from there.
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EPL and ground construction let you build stuff offplanet, with a set time limit (that can be effected by lvl, amount of kerbals, engineers, stupidity, ect. You could build a second "launch site" next to the KSP Launchpad and then use that one instead of the stock launch pad. As far as I'm aware they both work with custom barn kit. (I don't actually use custom barn kit, but it was needed for a different mod I do use (cant remember which ). Hope this helps.
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ok thxs! only mod I have that changes them is USI LS (and soon to be KH )
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- realism
- life support
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Kommunity Space Station 1.4.1
nascarlaser1 replied to 53miner53's topic in KSP1 Challenges & Mission ideas
oh I didn't know there was a tug. that makes sense. -
Kommunity Space Station 1.4.1
nascarlaser1 replied to 53miner53's topic in KSP1 Challenges & Mission ideas
should we also not count RCS toward the module part count? If we are sending up a bigger docking thing, using more than 2 docking ports, we will need more RCS for the added weight/mass/shape. -
what happens if you try to land on the blackhole and/or pulsar? do you get thrown out of the solar system or explode like when you land on the stock sun?
- 200 replies
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- planet pack
- gargantua
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is there a way to turn of the KH death effect and substitute it for the USI LS's tourist effect when they reach 0? I don't like killing off my guys just because I forgot to give them snacks inside their mun base, but I like the idea of actually having health points.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
nascarlaser1 replied to Nils277's topic in KSP1 Mod Releases
ok thxs!. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
nascarlaser1 replied to Nils277's topic in KSP1 Mod Releases
for really long bellowd joints (for like trailers) can I do adapter-joint-joint-joint-adapter or do I have to do adapter-joint-adapter-joint-adapter-joint-adapter? -
are the easter eggs stationary, like the monoliths? if so I'm sure there's a way to do it similar to how SCANsat does it. if the Easter eggs move/spawn randomly in a save, then it probably isn't possible.
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- kopernicus
- gpo
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oh ok. I must of messed up the manual install because there were no parts in game.
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if I were to use this with USI LS, would any settings in either KH or USI LS need to be edited?
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is there a way to make this compatible with KER (for the delta-v calculations) and Scansat (for looking for those easter eggs)? EDIT: just saw that delta-v calculations are subject to change @Kottabos would also have fun with this ,
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thxs!
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- crazy legs
- bike
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huh... it says AD next to it on my list (my orginal problem of it not appear was caused by my own fault of forgetting to let CKAN auto update the list ).
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cool!! craft file please? That thing could probably make it to orbit from minimus!
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Make a stock hover board and ride around the KSC
nascarlaser1 replied to TechTier's topic in KSP1 Challenges & Mission ideas
perhaps make it a requirement to use that mod (cant remember the name ) that lets you fine tune your thrust to let things hover? -
oh. In that case I don't have an opinion.
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hanger is not on the newest version of ckan .
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before I post my opinion, what is a modpack?
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DRESS RULES! seriously though, This is an awesome idea!
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Jeb's new Hot Rod gives him a healthy glow
nascarlaser1 replied to Soda Popinski's topic in KSP1 The Spacecraft Exchange
would make one if I knew how .