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RealKerbal3x

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Everything posted by RealKerbal3x

  1. 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.
  2. 1.8.1 is unlikely to break any mods, unless they depend on something that was changed in the update.
  3. 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.
  4. It would be like ‘passing on the baton’ from Dragon 1 to 2.
  5. Weird how they haven’t installed the flaperons before stacking, like they did previously...
  6. Star Theory posted this yesterday, not many people have noticed it yet:
  7. @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.
  8. @Arugela The shiny panels on the Orbiter’s payload bay doors weren’t solar panels, they were radiators. The Shuttle used fuel cells for power.
  9. 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
  10. @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?
  11. @IgorZ I've done a few tests. Nothing much, but I haven't found any of KAS's basic functions to be broken.
  12. I always thought of them as kerpounds...but that’s just because I’m British
  13. @Athlonic Thank you for continuing to support this mod! The game feels so empty without it.
  14. I mean...if they want to launch bigger payloads to the Moon, there’s only one way to go...
  15. Don't forget the Sepratrons, to properly get them clear of the bay
  16. @r3_141592654 Could you post a screenshot? I’m having difficulty picturing what you’re describing.
  17. 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?
  18. They’re already in the game! They added them in 1.8.
  19. 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).
  20. I heard somewhere that the Sun will be officially named Kerbol in KSP2.
  21. @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
  22. @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.
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