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Everything posted by randomspacedude
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I want to get rid of the science changes can i just delete the science rework folder
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Thanks
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Can someone make a mod that adds the ability to make repair kits and eva science in a module of some sort either a new part or one of the pre existing modules like isru or the science lab
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
randomspacedude replied to RoverDude's topic in KSP1 Mod Releases
poggers -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
randomspacedude replied to RoverDude's topic in KSP1 Mod Releases
wait is it for 1.11 now -
Rebuild the network
randomspacedude replied to Mathrilord's topic in KSP1 Challenges & Mission ideas
it is -
Community Mun Base and station
randomspacedude replied to randomspacedude's topic in KSP1 Challenges & Mission ideas
download 1.11 -
Community Mun Base and station
randomspacedude replied to randomspacedude's topic in KSP1 Challenges & Mission ideas
So you don't have to connect to the main base but its should be close to the base like within 10 meters of a single module -
Community Mun Base and station
randomspacedude replied to randomspacedude's topic in KSP1 Challenges & Mission ideas
so you gonna contribute -
Community Mun Base and station
randomspacedude replied to randomspacedude's topic in KSP1 Challenges & Mission ideas
no just cause not everyone has the dlc -
Rebuild the network
randomspacedude replied to Mathrilord's topic in KSP1 Challenges & Mission ideas
Sound interesting -
So the point of the challenge would be to share a save and one by one add different module to a Mun base and space station, hopefully ending up with a awesome looking base. No mods, v1.11. The goal for modules is 15 base modules and 15 station modules. Each person can add one module to both the space station and base that way everyone can have a module and you can add a flag with your username or pfp if you want. https://discord.gg/a67XFJ3cks The modules don't need to be connected but they should be close
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Are there any mods for kerbalism that removes science time
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Hey mort if it's easy and doesn't screw things up is there any way you could have a setting to use the old science system and disable science time and storage
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I've had the breaking ground expansion for about a year now and i still can't figure out how to build propellers and helicopter so if people could post either example designs or how to build one that would be great.
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
randomspacedude replied to theJesuit's topic in KSP1 Mod Releases
Amazing mod by the way -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
randomspacedude replied to theJesuit's topic in KSP1 Mod Releases
is it compatible with ksp intersellar extended -
perchance different fuel types
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yeah but i'd rather have it be for 1.10 and non bda
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Can someone make a mod that allow you to control multiple crafts from on craft
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Can you use hinges to make a plane switch between super maneuverability and speed. I need this for a fighter type thing
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
randomspacedude replied to theJesuit's topic in KSP1 Mod Releases
Can You Make It compatible With Blue Dog Design Bureau -
Could Someone Make A mod that make's blue dog design bureau better with the tech tree so that i don't start off with liquid fuel engines