-
Posts
5,063 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RealKerbal3x
-
The Importance of Quality Terrain Texturing
RealKerbal3x replied to KSACheese's topic in Prelaunch KSP2 Discussion
I mean, this is only pre-alpha gameplay, but the Mun’s terrain already looks pretty good: I’m sure it’ll look even better than this when the game releases. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
RealKerbal3x replied to blowfish's topic in KSP1 Mod Releases
1.8.1 is unlikely to break any mods, unless they depend on something that was changed in the update. -
Thanks for the patch! I’ll have a play around tomorrow. By the way, has this bug been fixed? It’s small, and easy to work around, but annoying nonetheless.
- 63 replies
-
- making history
- breaking ground
-
(and 3 more)
Tagged with:
-
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
It would be like ‘passing on the baton’ from Dragon 1 to 2. -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Weird how they haven’t installed the flaperons before stacking, like they did previously... -
Star Theory posted this yesterday, not many people have noticed it yet:
-
It’ll fix anything!
-
Not new, but returning after a long break...
RealKerbal3x replied to moritree's topic in Welcome Aboard
Nice to meet you @moritree, welcome back -
Ducted fans? Just for looks?
RealKerbal3x replied to KerikBalm's topic in Breaking Ground Discussion
@KerikBalm I think they give higher thrust, just as real ducted fans do. I believe they gain the higher thrust by channeling more air through a certain area than standard propellers. -
I had a rather amusing incident involving a Clydesdale booster when I was testing my stock space shuttle today... Structural failure during liftoff is fun...this booster actually got into space
-
@Angel-125 So I had to download yet another of your mods...I am experiencing what is known as 'mod creep' This whole mod is awesome, but I just wanted to ask a couple of questions: 1. Have you ever considered making Real Plume configs for your mods, especially this one with its futuristic nuclear engines? IMO realistic plumes would be the icing on the cake 2. Do you plan to adapt DSEV's centrifuges to work with the Breaking Ground robotics?
-
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
RealKerbal3x replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ I've done a few tests. Nothing much, but I haven't found any of KAS's basic functions to be broken. -
I always thought of them as kerpounds...but that’s just because I’m British
-
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
RealKerbal3x replied to Athlonic's topic in KSP1 Mod Releases
@Athlonic Thank you for continuing to support this mod! The game feels so empty without it.- 751 replies
-
- 3
-
-
- communication
- chatterer
-
(and 1 more)
Tagged with:
-
I mean...if they want to launch bigger payloads to the Moon, there’s only one way to go...
-
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Don't forget the Sepratrons, to properly get them clear of the bay -
Sorry for slightly spamming this thread...but that Superheavy is looking brilliant. How do you plan to make the gridfins? I don’t know how KRE does it, do they need a special plugin?
-
They’re already in the game! They added them in 1.8.
- 28 replies
-
- 2
-
-
- moar boosters
- winner
-
(and 3 more)
Tagged with:
-
That image is quite low-res, but it seems to show that there are two cargo variants now - the orbital version (aka chomper) and the surface version (aka the lift).
-
BUG je can select the SUN in VAB
RealKerbal3x replied to RobKerbal's topic in KSP1 Technical Support (PC, unmodded installs)
I heard somewhere that the Sun will be officially named Kerbol in KSP2. -
@Snark thanks for the correction...I have very little knowledge of this kind of stuff. I’m also a complete novice on Module Manager - I’ve no idea how the stock variant system is manipulated using patches. I also don’t really have the time to learn everything at the moment...but if anyone is more knowledgeable then I would certainly welcome orange 5m tanks
-
@Snark Sorry for not quoting you, I’m currently posting from my phone which makes it difficult to edit quoted posts down to the relevant content. Correct me if I’m wrong, but from your explanation it sounds like you’re trying to fit the upscaled 2.5m tank textures on the 5m models. When you originally hacked together Missing History’s 3.75m tank orange variants from the 1.875m tanks, did you not simply upscale the models themselves, rather than trying to apply only the textures to the existing models? The fuel tanks are all proportioned identically anyway, so it would make sense for you to do this for the 5m ones too.