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Xd the great

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Everything posted by Xd the great

  1. After tower jettison. They had to use the spacecrafts thruster to clear the rocket.
  2. Thabks for the answer. What I mean is does the soyuz have a blackout period that will lead to LOCV? Some danger zone during launch that makes abort impossible...
  3. Bruh, the 6.8g is much less than the 14-17g of the soyuz 10a escape. Did anyone ask for vodka and cigar?
  4. Is there a LOCV of the soyuz, like the space shuttle? Gah, hole on soyuz and now this. I am starting to think that romocos is training crew for martian missions.
  5. Kerbal juice is the best fuel out there. Jokes aside, did spaceX push things too far with 2 launches per month?
  6. Actually, due to some wierd physics, your lights and solar panels are prevent docking. Their collision mash may be larger than normal. It is (kinda) a bug. Would you verify that 2 fuel tanks can be docked with nothing blocking in the way?
  7. First launch by non-govermental body. Chinese sent a bunch of taikungnauts to space already.
  8. Lets use the good-ol' delete and reinstall method.
  9. Did you place the mechjeb case on the rocket?
  10. Is module manager 3.0.4 supposed to be used with v 1.3? Other than usi, all other dependencies have to be compatible with ksp v 1.3 too.
  11. The aerospike engine and nerva have been fired, but have not been used on real life missions. I dont know if this counts as a making future dlc, but i would certainly like fusion engines.
  12. Rocket engineerers are always attempting to cram more stuff into less space. Ever heard of mercury fueled engines? So, buoyancy will not work, unless it is a hydrogen nuclear rocket. Or hydrolox rockets.
  13. Clf3 was also pretty dangerous, and is hypergolic with test engineers, as stated in Ignition! Hydrazine and N2O4 too
  14. This may work. As a .cfg patch. If I made any errors, feel free to change and edit it. I am a noob at coding.
  15. Did you install module manager? Click through blocker, other dependencies?
  16. Yeah, this will make life easier for those kerbals aborting.
  17. Hmm. I will leave it to the devs. I am no expert in coding, nor do I know about the code used in PRE and KK.
  18. Yes, by a module manager patch. Somewhere in the squad file. Parts maybe? A cfg for kerbalEVA Or by experiments
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