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KSP2 Release Notes
Everything posted by RealKerbal3x
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This one says it's for 1.4.5, but I reckon it still works in 1.5.
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Kerbal Space Program 1.6.1 and Making History 1.6.1 is live!
RealKerbal3x replied to UomoCapra's topic in 2019
@UomoCapra said in another thread that a KSP Loading (presumably with news about 1.7) is 'coming soon'. -
Could you not have asked for a name change?
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What's Your Favorite KSP Version?
RealKerbal3x replied to Johnster_Space_Program's topic in KSP1 Discussion
Yep, people still want a lot of stuff -
What's Your Favorite KSP Version?
RealKerbal3x replied to Johnster_Space_Program's topic in KSP1 Discussion
1.6.1 is my favourite version so far. Part revamps, performance improvements, delta-V, I mean, what more could you want? -
It's SpaceX's test vehicle for their Starship (previously known as BFR). They're going to do some hover and landing tests with it to make sure the real one doesn't explode when landing.
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Don’t get ahead of yourself... I don’t think the dV meter is on consoles yet.
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- release notes
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
RealKerbal3x replied to Pak's topic in KSP1 Mod Releases
You just reminded me that I haven't updated Firespitter in ages. I'll give it a go.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
RealKerbal3x replied to Pak's topic in KSP1 Mod Releases
Interesting...I never used SPT before it was integrated into CA, but I'm still having the same issues as @makingstuffupp.- 2,351 replies
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Um, no. Actually I believe @Rover 6428's profile pic (by the way, he will reply next ) is of Opportunity (or Spirit, they look identical).
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What in the name of the Kraken is an Aerocake?
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Er, no. @Fraston
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
RealKerbal3x replied to IgorZ's topic in KSP1 Mod Releases
The number in square brackets in the title of the thread tells you what version the mod is compatible with. For example, on the title of the thread it says ‘[1.5+]’ which means that the mod is compatible with KSP version 1.5 and above. -
Mat's Aerospace Allotment - Kerbalised Soyuz Mod
RealKerbal3x replied to DairyLee's topic in KSP1 Mod Releases
Even SSPXr, which is an enormous mod, is only ~250MB, so as nice as this mod is, maybe @DairyLee needs to optimise it a bit.- 41 replies
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I believe LC-39A is the pad that real SpaceX rockets launch from, but you can choose whichever one you like the most.
- 392 replies
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If you have the Making History expansion, you can use the launchsite switcher in that. If not, Kerbal Konstructs has its own switcher that defaults if the DLC is not installed.
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Pinging @damonvv in case I get any of this wrong... Anyway, first you need Kerbal Konstructs installed. Install the mod to your GameData folder, and then launch the game. Once you’re in your savegame, get a vessel to where you want the launchpad. Hit Ctrl-K and press the button at the top left that says something like ‘Spawn New Instance’. Scroll down until you find the Tundra Space Centre launchpad that you want, and select it. On the window that now appears, you can specify the position and rotation of the pad, and also tell Kerbal Konstructs what kind of building you want it to be (you’ll probably want to use it as a launchpad ) Have fun
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Multiplayer in KSP 1.8
RealKerbal3x replied to popos1's topic in KSP1 Suggestions & Development Discussion
That would make doing anything beyond LKO impossible without waiting for long periods of time IRL. -
What is your most facepalm-worthy moment regarding KSP?
RealKerbal3x replied to MaverickSawyer's topic in KSP1 Discussion
Since when did you become a moderator? Whenever that happened, good luck -
@MiscelanousItem Welcome to the forums To do that you need 'advanced tweakables' enabled in the game settings. Then you can set it to autostrut to the root, heaviest, parent or grandparent part. Though a word of warning: If you're playing career or science mode, you'll need to have struts unlocked in the tech tree before you can use autostrut.