FishyFishy13
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Rocketry Enthusiast
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
FishyFishy13 replied to JDP's topic in KSP1 Mod Releases
I'm in love with the Aeroprobe, it is now a part of every mission to an atmospheric planet or moon. I have it on a ship with a control module, and 8 comsats(i only need to deploy 3 or 4) and then i can fly it anywhere, accept for the polls because it goes out of range but who wants to go the polls anyway. -
Is anyone else having trouble launching the rat? All of my ships lean one way if not can I have a .craft?
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im sorry i didn't realize that the wheels extended.
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The rat won't drive, or steer.
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[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
FishyFishy13 replied to Kreuzung's topic in KSP1 Mod Releases
Solar panels are not working for me, I have the latest version of this plugin but they show up as sas and don't collect any energy. What am I doing wrong? -
The solar panels don't work in .17. Am I doing something wrong or is that just not working yet?
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
FishyFishy13 replied to kacperrutka26's topic in KSP1 Discussion
Seriously I completely understand why they don't like to give out dates not because giving deadlines rushes things and they don't turn out as well. Think of it like a project you have for school (only your getting paid for it and if you mess up you can get kicked off the project) when you have dead lines you tend to rush it the closer you get to the dead lines especially when the teacher tells you every day that its due on the 14th (in this example) quallity of the work goes down the closer you get to the dead line because you are trying to cram everything in to the project within the time given and when you forget something the teacher (or fans of this game) go nuts. -
Im also a freshman in high school and i have all ways been interested in physics and orbital mechanics and this game has made messing around with it really fun.
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[PLUGIN, PART, .16] Zoolotac EscapePod v1.2
FishyFishy13 replied to Zool's topic in KSP1 Mod Releases
I updated mecjeb and fixed the decoupler problem the only problem now is that mechjeb doesn't work on the escape pods. In fact the mechjeb has no effect at all on the ship. Can you try and fix this? -
[PLUGIN, PART, .16] Zoolotac EscapePod v1.2
FishyFishy13 replied to Zool's topic in KSP1 Mod Releases
When i decouple my ship the decopler in the escape pod ship decouples as well what am i doing wrong? -
SolarNRG Mining Beta 2 RELEASED 10/6/12
FishyFishy13 replied to Kayaking4autism's topic in KSP1 Mod Releases
I keep getting missing part error when i try and load your included craft. -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
FishyFishy13 replied to kacperrutka26's topic in KSP1 Discussion
Does anyone know if they are going to make it where when a decoupler or parachute is decoupled off the main craft, they are not automatically deployed. -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
FishyFishy13 replied to kacperrutka26's topic in KSP1 Discussion
I got really excited for a second when i saw the picture of the mars like planet on another thread becuase i thought .17 had be released.... To my disappointment realized it was a quote from Nova.... -
[Unofficial/Fanmade] .17 Development 3
FishyFishy13 replied to FishyFishy13's topic in KSP1 Discussion
Well can someone close this because there is no point in having it open... Sorry forgot about the new software. -
[Unofficial/Fanmade] .17 Development 3
FishyFishy13 replied to FishyFishy13's topic in KSP1 Discussion
we didn't really need a new one but the other one was way over 1k posts and was getting really big so it was getting time to move the discussion to a new page.