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Xt007
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Everything posted by Xt007
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For anyone playing KSRSS a quick mm patch of @rescaleFactor = 2 and @mass * = 3 feels more realistic to me. Let me know if you come up with better numbers. For clarity I'm only using crewed capsules, with procedural tanks and sstu engines with this real fuels patch
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- totm march 2020
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For anyone pairing this with procedural parts and/or fairings. Closest TU color I've come to for tantares green is (R: 108 G: 132 B: 91) specular and metallic at 0 with Detail set to 500
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- totm march 2020
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4.0 is in the works, maybe 75% of main work is done per github RemoteTech is not recommended with Kerbalism, I'd suggest Real Antennas
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Read that the minimum colony size for mars habitation is 110. Had to cheat to mun orbit but endured the lag to actually land this with 112 kerbals on board. And yes, took about 20 minutes actually time to land from low orbit.
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[1.12+] VX Series II Engine Pack Version 1.1.03 update - Final Update
Xt007 replied to Randazzo's topic in KSP1 Mod Releases
Love it! Nice form factor for use as a landing engine or even a shuttle style oms -
Made a few modifications with cryo engines, procedural parts, and b9p procedural wings. Thank you for making this such a flexible and perfect sized space plane core! More specifically I'm betting with FAR and Deadly Reentry that in JNSQ it's going to be much harder to stop it from blowing up due to overheating on reentry
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Wonderful work! Love the modularity and style of the models! Also, this mod DOES work with FAR and Deadly Reentry. Stable control during decent and it just barely didn't blow up! Although a scaled game may require alterations
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Stock settings menu when you create a save, option for "persistent loadout"
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If you can dream it, you can build it in KSP
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[1.9.x - 1.12.x] Precursors v1.8.0 -- NEW YEARS UPDATE
Xt007 replied to wpetula's topic in KSP1 Mod Releases
Been having fun flying on Frontier! So far, max altitude for air breathing engines seems to be 19km and the max speed I've hit with a standard plane at that altitude is 2.466km/s Definitely a blast!- 466 replies
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- precursors
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I'll stick with plain 1.10 since this is the latest fully stable release and just mod in features that the devs no longer have the resources to properly implement.
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Brain: I should build a space shuttle to deliver stuff to my base on the moon! Me: Oh, I may have gone a little Kerbal with this design...
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Setting up a surface station on minimus (2.5x) Got the station ready to produce rocket parts, now to send the drilling rig!
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Any that aren't gas giants
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A suggestion, since some radiation shields comprise fuel/water/oxygen tanks does it make sense for this to be able to be filled with something after deployment?
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Testing out Artemis is RO
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For a science only playthrough I'd suggest cheating 999 science points and cranking up the fund return for missions
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[RELEASED][1.9.x-1.12.x] Precursors Planet Pack (OLD THREAD)
Xt007 replied to wpetula's topic in KSP1 Mod Development
Loving this planet pack! No more spamming I promise- 90 replies
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[RELEASED][1.9.x-1.12.x] Precursors Planet Pack (OLD THREAD)
Xt007 replied to wpetula's topic in KSP1 Mod Development
Echo looking lovely!- 90 replies
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[RELEASED][1.9.x-1.12.x] Precursors Planet Pack (OLD THREAD)
Xt007 replied to wpetula's topic in KSP1 Mod Development
For anyone building a com network stationary orbit altitude for Frontier is 9,689 km- 90 replies
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[1.9.x - 1.12.x] Precursors v1.8.0 -- NEW YEARS UPDATE
Xt007 replied to wpetula's topic in KSP1 Mod Releases
Playing this with Angelcan Progression, only been around Scar and Frontier, I really like that the planets have been tuned to account for the engines being overpowered in a stock install- 466 replies
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Realistic Restock and Procedural Tanks Just updated, procedural parts is still a dependency but Restock plus isn't so long as you have making history installed (Technically neither is Restock but highly recommended because it's beautiful). I love procedural tanks since they simplify design and declutter my fuel tank menu but also wanted to tweak things since stock is overpowered.
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[1.12+] Less Real Than Real(ism) - RP-1 With Less 'R' [v2.0.6]
Xt007 replied to Pehvbot's topic in KSP1 Mod Releases
No idea how to disable it but the time between needing to rest can be extended by assigning Kerbals to training under the rp0 menu button -
Restock plus is a dependency for now, I could work on making the straight restock engines fit. I was just inspired that the restock plus engine galleon really resembles the F1