Puggonaut
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Everything posted by Puggonaut
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Puggonaut replied to Nils277's topic in KSP1 Mod Releases
Seriously don't know after playing over 5,000 hours of KSP I have somehow missed using this Mod , suffice to say it is now my default rover mod as it's amazing . Question ? How the did you get the reflections looking so amazing on the glass ??? -
Jeb we need you to test the Thrust Vectoring , Jeb "Ok "
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It was Infernal Robotics , pretty easy to do as well .
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I shall name him Davros Kermin .
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Any chance the robo wotsit can be modelled on a Dalek , yer yer I know my inner child is escaping again , but i'm old enough to remember first seeing them on black an white TV when they first appeared and I dissapeared behind the sofa scared to death of the metal dustbin things .
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Managed to sort out the Taxi Service from the Mun .
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[KSP 1.8+] Kerbal Konstructs (Continued)
Puggonaut replied to NathanKell's topic in KSP1 Mod Releases
Pretty much all of it there , pad is a x7 resize , less chance of me missing it on landings lmao -
[KSP 1.8+] Kerbal Konstructs (Continued)
Puggonaut replied to NathanKell's topic in KSP1 Mod Releases
Actually they also light up , ideal for those night launches . Used Kerbal Konstructs KSC Floodlights -
Finally got a Proper Mun Launchpad at last .
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[KSP 1.8+] Kerbal Konstructs (Continued)
Puggonaut replied to NathanKell's topic in KSP1 Mod Releases
Finally got myself a proper working launchpad for the Mun -
Mostly flying this and tweaking a few things .
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Moslty enjoying the control this ship has , pinpoint landings are so easy to do , love flying this in game .
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[KSP 1.8+] Kerbal Konstructs (Continued)
Puggonaut replied to NathanKell's topic in KSP1 Mod Releases
Aha , thank you , will go and find it . -
[KSP 1.8+] Kerbal Konstructs (Continued)
Puggonaut replied to NathanKell's topic in KSP1 Mod Releases
Aha , thanks so much for the ideas , will look into all of those . -
Landed on the Mun for a change
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[KSP 1.8+] Kerbal Konstructs (Continued)
Puggonaut replied to NathanKell's topic in KSP1 Mod Releases
Yahoo Anyone know of Launch base model or a add on I can use to build on the Mun without the Grass , I keep having issues trying to recolour it grey ? -
Meanwhile on the Mun ( thanks to KK getting sorted out ) NX- 01 lands at the Base . Those Impulse engines in hover mode and forward and reverse make precise landings so easy .
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Yay well done on the full release . This is a amazing recreation of the NX Era StarShip .
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Aha guess what i'm thinking about doing next , yup a Spaceport , test idea here , but i'm thinking Munbase and a few other places as well
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- warp drive
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[KSP 1.8+] Kerbal Konstructs (Continued)
Puggonaut replied to NathanKell's topic in KSP1 Mod Releases
Oh yeah had to test this idea -
[KSP 1.8+] Kerbal Konstructs (Continued)
Puggonaut replied to NathanKell's topic in KSP1 Mod Releases
Yup all good here , thanks for the update , did a test with a Level 3 Launchpad all the UI is there and the Instance saved fine , restrarted the game and it was still there . -
Hang on a sec ...!!! what's that doing here ?
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https://www.curseforge.com/kerbal/ksp-mods/scifi-shipyards-v3-1
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