

Xd the great
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Everything posted by Xd the great
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Well, it is pretty similar to launching stuff from kerbin to the moons. Except that you need to use manouver nodes to ensure you have a nice escape and is flying towards the target.
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- help
- interplanetary
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[1.12.x] PEBKAC Industries: Launch Escape System
Xd the great replied to linuxgurugamer's topic in KSP1 Mod Releases
Prelim testing shows no problem... -
Can't right click parts in VAB
Xd the great replied to edwin.robert's topic in KSP1 Technical Support (PC, modded installs)
He is a really nice guy. Anyway, good luck. -
@Theysen any plans to update this mod to ksp v1.5? I am looking foward for real life experiences.
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[1.12.x] PEBKAC Industries: Launch Escape System
Xd the great replied to linuxgurugamer's topic in KSP1 Mod Releases
Mind if I test it? -
No, i dont think so. Tge weapons manager .cfg does not contain a max engagement range. To edit the max range, edit it in the SPH or VAB. Right click on weapons manager, slide the slides. I hope i answer your question. By the way, is there plans for upgrading to ksp v 1.5 or will bdac stay at 1.4.5?
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The mk3 capsule does a good job of simulating an apollo capsule, so would it be nice to make the mk2 gemini, or the pomegrenates soyuz? Onion should look like a vostok, and pea should look like a voskhod. Also, CoM offset to capsules, making them a lifting body.
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Lets play "dodge the rocket"! Still, does the new glenn have enough weight to do a hover before landing?
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Lagging lines.
Xd the great replied to enslaved's topic in KSP1 Technical Support (PC, modded installs)
Do you use planet packs? If so, delete some of them. -
Mods not working, game stops loading.
Xd the great replied to Exos1's topic in KSP1 Technical Support (PC, modded installs)
Module manager has to be of the right version. Can you add a screenshot of the gamedata file? I got a feeling you downloaded the source code, not the manager itself. -
What about 2 FHs? I should get some sleep.
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Im gonna do one just for the sake of doing it. FH with space shuttle. Expecting backslash. More like a smaller buran on the FH. 100% reuseability.
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Which one?
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In short, move that antenna away from the docking port. In detail, every part has a collidal box. Think of it as the real size of the thingy. Due to reasons, the collidal box, or the resl size of the thingy, is larger than what we see. As a result, the game thinks something is in the way even if it looks like nothing is in the way. I hope i explain well enough. If this does not solve your problem, i really cannot help you. Hope this helps.
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Apart from the outdated mods that are incompatible with ksp v 1.5, which i assume you run on, the mod list seems fine to me. Advanced tweakables, in settings.
- 23 replies
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- help
- naval battlship
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Limited crew control why?
Xd the great replied to jsisidore's topic in KSP1 Gameplay Questions and Tutorials
Now, THAT is something worth trying. -
Maximum number of vessels practicable?
Xd the great replied to Hotel26's topic in KSP1 Gameplay Questions and Tutorials
10000 debris. You are free to attempt. Do note that vessels outside the physics range consume less memory. -
Which symmetry mode did you use? Did you invert any probe cores? A craft file would be nice.
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Download a older version of ksp. From store or steam. Well, the mod may run fine, but mod authors cannot provide support.
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- naval battlship
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Did you switch on SAS? Default key is T Or use gimbal engines and moving fins. Reaction wheels, rcs...