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KSP2 Release Notes
Everything posted by Fletch4
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the wings work now what parts have that config, so i can go through and see which ones work after that and which ones dont?
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k, i did the wing and the tbonelegs too, but it'll take a minute for it to load again this may be a mac problem, since i play on macbook pro
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aight and it's every animation
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so, in the sph, the animations look as if they are instantly moving from extended to stopped. in launch, they complete their animation in real time, but then snap back to the start and continue.
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yep
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i am having a problem the animations are bugging out when toggled
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dude I FREAKING LOVE THUNDERBIRDS! like really this is sick Thanks so much!
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noice! also, i just had a thought. Maybe make some other textures in different colors, so that they fit with other mods, or craft of different colors.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Fletch4 replied to Angelo Kerman's topic in KSP1 Mod Releases
Is there a ui element that i am missing? I cannot seem to control the airship lift. -
KerbalX.com - Craft & Mission Sharing
Fletch4 replied to katateochi's topic in KSP1 The Spacecraft Exchange
None of the thumbs are showing up for any of the craft. After a certain date, they all just disappear. -
Sea Dragon?
Fletch4 replied to Kerb24's topic in Prelaunch KSP2 Suggestions & Development Discussion
It's okay. You'll be better off without your ships.- 19 replies
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Sea Dragon?
Fletch4 replied to Kerb24's topic in Prelaunch KSP2 Suggestions & Development Discussion
Maybe they could make a launch site where the coordinates are in the water, and there could be a couple of ship models that surround that area. or, when you spawn in at that launch site, all of your launch clamps dissapear and turn into tugboats.- 19 replies
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Why do I keep landing Retrograde?
Fletch4 replied to SMALPHA's topic in KSP1 Gameplay Questions and Tutorials
if your center of mass is at the bottom you will always land retrograde at least, i think -
well, before hand i would spend a couple of hours looking at the specs of the planets to create an overcomplicated rover to conquer the terrain and try to get land speed records...
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Mobile Version of KSP
Fletch4 replied to kris10127's topic in KSP1 Suggestions & Development Discussion
maybe you could play a version where craft have to be pre loaded, and physics is already calculated. then, when you transfer over the craft, the parts are fused together and you fly it as you would in any other flying simulation. -
Rovers! Post your pictures here!
Fletch4 replied to Kerminator K-100's topic in KSP1 The Spacecraft Exchange
the texture file is missing- 174 replies
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- totm may 2021
- rovers
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I'm more of a "I want it now and I don't give a damn about waiting" kind of person. I'm more of a "I want it now and I don't give a damn about waiting" kind of person. well, that's just glitchy...
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literally, google the cheat menu code and teleport a rover to every new body to see what it looks like firsthand
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the problem i see with this is the fact that mminmus isin't in a geosynchronous orbit to kerbin
- 28 replies
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- big ship
- monorail technologies
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what they could do is scale down the size of kerbin as you move faster and slow down the relative velocity of the ships that aren't the one that you control. then, mask a new clock on top of the old one and slow down the old one as the controlled ship moves faster. then, everything else will have a slower relative velocity, but not crash into the planet, while you retain you current acceleration. for that amount of time, everything else will move slower, except for you, at least until you come out of speeds where special relativity is applied.
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Underwater features
Fletch4 replied to Fletch4's topic in Prelaunch KSP2 Suggestions & Development Discussion
Well, to explore Kerbin, for one thing. Look at Earth, for example. There is so much life under the ocean that we haven't even found yet, including massive amounts of geographic evidence for multiple things, and we (as a species) have been here for almost 300,000 years. we have learned so much just from ocean exploration, and that is something that I think would carry over to other planets in KSP. -
Attachment nodes
Fletch4 replied to Fletch4's topic in Prelaunch KSP2 Suggestions & Development Discussion
and this is the situation in whence you have a button when you right click where you could "turn off unconnected nodes" and then select each node that you want to turn off -
Attachment nodes
Fletch4 replied to Fletch4's topic in Prelaunch KSP2 Suggestions & Development Discussion
i was thinking more of a "oh, the player is launching the vessel. lets look for any nodes that directly overlap with other nodes, and fuse those together."