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Everything posted by RealKerbal3x
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I can't remember what this mod is called...
RealKerbal3x replied to RealKerbal3x's topic in KSP1 Mods Discussions
Ah yeah, that was it. And I was meaning to install your mod for quite some time too. Thanks -
I can't remember what this mod is called...
RealKerbal3x replied to RealKerbal3x's topic in KSP1 Mods Discussions
Apparently not...I had a look on the OP of that thread and it doesn’t appear to mention anything about structural tube variants. -
Sorry for not being too clear...I was asking which mod the Enterprise was from
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Hullo @Roskii Heiral. Those Kerbal textures are...um... Topical, considering the ship they're flying...what mod is that from?
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I think there's a mod which adds a black variant to the Making History structural tubes, among other things...does anyone remember what it's called? Thanks in advance.
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May I ask what engines you are using there?
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totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Good to know that it wasn’t the engines. If it was, the abort test and DM-2 could have been delayed for a lot longer. -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Right in the middle of the day for me, and on a Sunday too. I’ll be able to watch that. Scratch that, I did my timezone conversion wrong It’s in the middle of the night. I guess I’ll watch the replay in the morning. -
OPM = Outer Planets Mod. It’s a mod which adds analogues of Saturn, Uranus, Neptune and Pluto to the stock solar system.
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tendons, inputs, free pivot, mech leg
RealKerbal3x replied to aruoch's topic in KSP1 Suggestions & Development Discussion
@aruoch You can already do #2, sort of. Once you’ve made your ‘walk forward’ track on a KAL, you can bind it to W on an axis group. It won’t work like a rover wheel (ie, you have to hold W to keep moving forward), but instead you’ll be able to press W and as long as the KAL track is set to loop mode, your mech will keep walking until you press the button again. -
Damn you, Angel-125! Stop making amazing mods that I can’t resist downloading! My framerate will drop even lower! I’m joking of course I’ll be grabbing this little parts pack as soon as it becomes available.
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Usually for me it’s 2.5m all the way, but I’ve designed a few stations that use 1.25m or 3.75m parts (Nertea’s SSPXR has a whole host of parts that are useful for both of those). I tend to roleplay quite a bit regarding the sanity of my Kerbals, so 2.5 strikes a good compromise between the internal diameter being just large enough for them to live comfortably, and being small enough overall for the module to be launched in a realistically-sized fairing or cargo bay.
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Easy infinite-flight prop plane
RealKerbal3x replied to Foxster's topic in KSP1 The Spacecraft Exchange
Nice work. I still prefer using the electric motors over the turboshafts because they offer unlimited range, but this is much better than what I've built with the prop blades so far -
They don't do devnote Tuesdays anymore, but every couple of months they do a 'KSP Loading' newsletter. They're still devnotes, but in a different form.
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totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
*hopping anticipation intensifies* -
You need Kerbal Actuators. It’s for the third engine mode for the Ghidorah and Gojira first-stage engine clusters.
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The earliest versions of Kerbal Space Program
RealKerbal3x replied to KasperVld's topic in KSP1 Discussion
They’re dead for everyone, I believe. -
@Tornado77 This mod adds, among other things, a NASA-style VAB for placement using Kerbal Konstructs. However, I don’t think it’s possible to replace the stock VAB, or move it for that matter.
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totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
I could not be more excited. I cannot wait to see it properly go up -
Yay, thanks for the continued support! @UomoCapra Can we see a pic of the new nose cones that were mentioned in the changelog?
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Kerbal Space Planification - Ground Operations
RealKerbal3x replied to Kerbolitto's topic in KSP1 Challenges & Mission ideas
Kerbin's ice caps are another choice (they're perfectly smooth) but from there you can't really get into any kind of useful orbit.- 23 replies
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- launch
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