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Space Kadet

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Everything posted by Space Kadet

  1. Dont cancel the nautilis, i still think its a great idea, maybe just pospone it, or make it a switchable type on the dsev parts (like how you can switch the adaptor plate to hex.....) im not saying immeadatly, but back burner would be nice
  2. Yup thats me! I havent tested it yet but i sure that not manning the part and distance if the stakes was my problem, i was delibratly puttin things far away because i have in the past made 'slightly big' ships...... KAS + chutes + orbital bumping. Theres my fun
  3. yeah dont worry about it, it went away on restart. I dont think is was your mod i think it was something in ksp breaking, i also had texture issues on some other ships when i was doing the LS hop and some where stock.
  4. @Nertea You have probably had this idea, but i was thinking the large radiators in this pack would look great as deployable ones, so they start an 8th of the length and just expand out. I know its a hell of a job, but they kind of look like they already expanded much thanks for all the mods!
  5. so today i made an accidental space 'phallus'
  6. So slimming down 14 hours of video to 13 minutes is impossible, so this video is gonna be longer and i havent included everything ive done this week
  7. @Angel-125 whats the chances of gettin a bigger LH2 rcs block, maybe just double the size 4 times the power and draw? Fair play, but maybe an idea for when your not busy would be to make naughtyness a switchable type on the normal cockpits. But for the moment im lovin it all and more parts is more fun
  8. dont you hate it when you run out of fuel in ORBIT!
  9. So instead of problems, i had a suggestion for once what about a customizable alarm limits, so you could change the percentage left alarm. just thought of it because im getting alarms about my LS refuler only having a few years lifesupport left i figured kerbal days would be too complicated or too much processing power so my idea was just a slider in the options for the amount left.
  10. Thanksyou! my english is getting worse the more Finnish i learn......
  11. Yeah but loading them in vab dosent tell you if they will fly, sometimes there parts in game that arent unlocked or puschaced in the r&d building that will only show themselves when you launch them, if you dont have revert enabled then just slap on some clamps and launch then recover. But if it refuses to launch you will get a popup telling what part is janky
  12. did you load and launch them, sometime the reasearch thing only kicks in when you physically launch the craft, you can still load them into the sph\vab
  13. try creating a separate sandbox then in windows explorer copying all your ships in and see if they work in that play. sometimes when mods change you need to re unlock the technology in the science nodes, so that could be the answer if they work in the same game in sandbox. if not you got me stumped.... as for my specs im running on an acer predator gaming laptop. https://www.notebookcheck.net/Acer-Predator-17-i7-6700HQ-GTX-980M-Notebook-Review.165572.0.html
  14. so epl isn't working in 1.3.1, you can open the dialogue and build stuff but nothing happens when finalizing the build. im assuming it needs a recompile but i could be wrong. If this is already known my apologies but better safe than sorry
  15. They where part of Kis pack, but got deprecated ages ago! Much to mu pain
  16. thats brill, those containers are actually something ive been wanting for ages! if you remember long ago my quarian ship, the original model from mass effect is built on a triangular model, and i like the idea of a triangular ship with 3 more mounted on 3 way symmetry to make a tri star spaceship e.g. this with a small cockpit on the front
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