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Everything posted by TDplay
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[1.12.x] Freight Transport Technologies [v0.6.0]
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Which way is it meant to go, anyway? I, too, tried both ways, nothing happened. I also tried reversing the thrust, no effect. I keep wondering "are they just slamming me into the ground?" -
Roverdude, you make great rovers, dude! Geddit? Or has someone already made that joke?
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[1.12.x] Freight Transport Technologies [v0.6.0]
TDplay replied to RoverDude's topic in KSP1 Mod Releases
It's quite likely I'm just not giving it enough EC. My craft (it's a test craft) consists of 2 Gigantor solar arrays, a Probodobodyne Stayputnik and, of course, a propfan. It is daytime, and it reads as getting 100% input. If it'll upload... There we go! It's in this spoiler (so I don't clutter up the thread): EDIT: Also, the sound effect crackles in my wireless headphones, likely due to my headphones' amplification. EDIT 2: When placing them, should I put the arrows pointing up or down? EDIT 3: Ok, so pointing large ducted fans down seems to lift quite a bit (and provide all the RCS I'll ever need!) -
[1.12.x] Freight Transport Technologies [v0.6.0]
TDplay replied to RoverDude's topic in KSP1 Mod Releases
The electric fans are underpowered, they can't even lift a payload of 2 Gigantors and a Probodobodyne Stayputnik. Maybe I'm doing it wrong, but to me, that's underpowered. -
I'm not a fan of life support, I don't want to go to a vessel and find all Kerbals dead and O2/CO2 gone. But, this kind of removes that problem without removing Life Support - Even as a non-fan of Life Support, I'll give it a try. I'd just like to know, since you're from Squad, why aren't your USI parts packs in stock? Did your coworkers think it didn't fit in or something? Or do you just like giving us options? EDIT: 1)Not the mod for me 2)I think it literally broke KSP. I uninstalled and the part tabs no longer work.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Great mod and it works a treat with Nertea's mods and the other USI mods. On USI-LS integration, I'm not a fan of Life Support mods, so I can only imagine the integration (But USI-LS looks good, I might get it) -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
TDplay replied to RoverDude's topic in KSP1 Mod Releases
RoverDude, like always, awesome mod. Wow, I love the new rovers. Question: Is docking on the surface easier with rovers? Because it's always a pain!- 1,473 replies
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[1.12.x] Near Future Technologies (September 6)
TDplay replied to Nertea's topic in KSP1 Mod Releases
Does it really matter whether or not it uses all the rocket's fuel? After all, they are OMS engines, intended for the transfer stage which will have the most monoprop. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
TDplay replied to Nertea's topic in KSP1 Mod Releases
In which case... MOAR FUEL! Until there's so much fuel it doesn't take off. Or I could use a dedicated rocket engine. Might save some fuel and use a Poodle. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
TDplay replied to Nertea's topic in KSP1 Mod Releases
I think your CUTLASS and BROADSWORD use too much fuel, but it may just be that I'm not giving it enough fuel. Other than that, great work! I use all of your mods, by the way. They're so amazing! -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
TDplay replied to steedcrugeon's topic in KSP1 Mod Releases
The problem with the Glykerol used to thaw is that it would unbalance "stock" DeepFreeze. -
[1.12.x] Near Future Technologies (September 6)
TDplay replied to Nertea's topic in KSP1 Mod Releases
Oh! Wow! Seriously excellent mods. I love your mods, and I'd love to see more! Keep going! -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
TDplay replied to steedcrugeon's topic in KSP1 Mod Releases
I guess all different people have all different views! The problem is they'd need docking ports in order to retrieve crew, and also, if I understand DeepFreeze right, you can't make it freeze but not thaw because the EC requirement is the same for freezing and thawing. I may be wrong. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
TDplay replied to steedcrugeon's topic in KSP1 Mod Releases
So, you can add a control surface to retractable lifting surfaces? Can you make a variant of the wings, but with control surfaces? (like Delta Deluxe Winglets, but retractable) I think they need either the thawing EC (but not the freezing Glykerol) or only enough EC storage to sustain them and a docking port (for a ship to deliver thawing EC) -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
TDplay replied to steedcrugeon's topic in KSP1 Mod Releases
I know they're uncomfortable on purpose, you wouldn't make an escape pod like a five-star hotel that's even bigger than the rocket/station! Station out of Life Support? Get REKT, bro! -
Three words story! - New compilation..Again!
TDplay replied to A Fat Pokemon's topic in Forum Games!
and Minmus fell -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
TDplay replied to steedcrugeon's topic in KSP1 Mod Releases
Wow, the IVAs look uncomfortable. -
[old thread] Trajectories : atmospheric predictions
TDplay replied to Youen's topic in KSP1 Mod Releases
OK, I edited my comment accordingly. It now has a in it. Although that joke is pretty obvious, isn't it? -
[old thread] Trajectories : atmospheric predictions
TDplay replied to Youen's topic in KSP1 Mod Releases
Yes, it's a joke! I assume you know what a joke is. -
[old thread] Trajectories : atmospheric predictions
TDplay replied to Youen's topic in KSP1 Mod Releases
Warning: Warranty void if used in atmosphere Warning: Warranty void if used to land Warning: Warranty void if installed EDIT: Here you go, happy? -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
TDplay replied to steedcrugeon's topic in KSP1 Mod Releases
OK, after testing OTAV, I find it needs roll control (without reaction wheels, those take too much EC) -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
TDplay replied to steedcrugeon's topic in KSP1 Mod Releases
Next time someone complains about 1As blowing up, tell them to check they installed it correctly Also, setting them to manned and putting a non-pilot in gives "Partial Crew Control" with all functionality except making and editing maneuver nodes. And note to the mod maker (name slipped my mind), I don't know if this is intentional, but it appears in the unedited version of this mod, the cryopod is manned. That makes the least sense of them all. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
TDplay replied to steedcrugeon's topic in KSP1 Mod Releases
Yup! It's because I installed it wrong, putting the whole thing in GameData and not the two folders that you're meant to. Sorry to bother you. Seriously, who'd've thought that installing it wrong would lead to it not working Anyway, it works now , and I forgot to add parachutes on the nice ADD PARACHUTES HERE place so Jeb is kinda doomed anyway. Oops! Sorry Jeb. The ecsape pod on its merry way down onto Kerbin's waters (that was another test after the first one blew up and was reverted to VAB, this time I remembered the parachute) -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
TDplay replied to steedcrugeon's topic in KSP1 Mod Releases
Oh, now I see, thanks for pointing that one out. EDIT: "Evacuate!" "But Sir, I'm no pilot!" I was on Kerbin, in LKO, and it was at 2km/s+ and not decelerating at all, even with airbrakes. It didn't even clear the dark blue bit of the atmospheric meter before it went BANG. Mods: I doubt any of those affect this mod's 1A capsule.