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Richmountain112

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Everything posted by Richmountain112

  1. Best chance is probably to kitbash one together with whatever parts you have. I would also like to see a bigger version of the Apollo Service module or portions of the CM Lab (like the airlock) added as separate parts
  2. I was able to assemble it seamlessly. Maybe it's your lack of imagination and creativity? A few things are preventing me from actually flying the MEK is 1: it requires multiple launches within days of each other, 2: large amounts of Xenon are comically expensive (the 2.5m xenon tank requires almost a million dollars. I'm not kidding!), 3: the MEK nuclear reactor keeps un-researching itself every time I start up the game, making it difficult to use in career mode, 4: Most interplanetary spacecraft I use are little more than a CSM with a lander, and 5: Relating to that topic, I normally dispose of them into the atmosphere before landing instead of circularizing into Kerbin orbit.
  3. Using this addon, would it be possible to port vessels to other games, for example Mario Kart?
  4. If I built stuff around the Desert Launch Site, will it conflict with this mod?
  5. Attempting to reuse aerodynamic control surfaces results in them displaying NaN for the deploy value.
  6. And when I opened the science reports for Jool, they're missing. Probably because Jool had to be replaced to change its texture. And the relocation of Tylo caused one of my relays to get ejected from the Joolian system.
  7. Texture changes. The resizing I don't really mind (wasn't even aware of it), but Sarnus and Jool feel less like Saturn and Jupiter respectively with the new textures. Less importantly, Urlum also looks more like Thatmo but I kinda find it more silly than annoying. And thanks for telling me I can turn off the minor outer moons Also, Iapetus orbits Saturn while Wal orbits Urlum.
  8. I discovered the same problem on my own. It also had the added side effect of breaking the right-click menu
  9. The OPM gas giants (Sarnus, Urlum, and Niedon) all have biomes. Would those be affected or not?
  10. I honestly don't like how this mod changes Jool and Sarnus themselves (the added moons are fine though, except for Jool's minor outer moons which would probably be better off as a CustomAsteroids config).
  11. I found the same issue a week ago. Any fixes?
  12. This should be super useful to prevent launch towers and infrastructure from spawning kerbals, which is completely unrealistic to say the least. Does this work with 1.12.5?
  13. I was thinking more of statics like the Mun Arch or Monoliths (which can probably be done with Kerbal Konstructs). How do I get those mods anyways?
  14. Err, supposed to orbit clockwise. For some reason, Wal and Tal orbit counterclockwise instead. Granted, I sent an N1-L3 complex there and landed the LK on it before installing this mod. The discarded lander also orbits counterclockwise but I don't remember if I orbited Wal clockwise or Counterclockwise when I flew it.
  15. If TiltEm ever gets updated to 1.12.5, will UrlumPlus make use of it and tilt Urlum (and its moons) like how Uranus is actually tilted? Some of the moons added by UrlumPlus orbit in the opposite direction of the default moons.
  16. I just use the SOCK spacelab instead for now. The experiment airlock also shares the same problem as well.
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