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Everything posted by TheCardinal
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I've built different craft but there was another "old" craft in the savefile (which didn't have the exploded view problem). I will start the game from scratch.
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I have patch 1.3.1 installed but the 'exploded' view still occurs.
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[1.12] Extraplanetary Launchpads v6.99.3
TheCardinal replied to taniwha's topic in KSP1 Mod Releases
Currently when creating a craft it takes almost 1 kerbal day for every ton of dry mass which is quite slow i.m.o. Is it possible to reduce that time somehow? I would like to have it five times faster so the creation of a 4 ton rover only takes 1 day instead of 5 days. I have tried the solution provided by hab136 but it didn't make any difference although i have modulemanager installed. Cheers. -
I like it and i love to incorporate it into setting up a permanent base/city on Minmus. I do have some questions about it though. I'm assuming everything needs to be connected to each other in order to work (f.e. garden connected to appartments). Is that true or can the parts be spread out and is proximity enough to sustain the occupants? If they do need to be connected can that be done with KAS? Since i'm already using a boatload of other mods i'm rather hesitant with adding yet another mod.
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Like Blondai, i also would like to see some of my designs in 3D. The question remains: Is there a way a user can get a 3D print of a design (f.e. through the sfs file)?
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At first sight, it does seem somewhat on the heavy side. When taking the difference in density between Kerbal and Earth into account as well as the fact that Kerbals are about half the height of humans (and presumably length and width as well) one would expect a weight of around 125 kilos per Kerbal. But the size of the Kerbal head is very large in comparison to the height of a Kerbal. So 180 kilos could well be an accurate weight for a Kerbal.
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
TheCardinal replied to FreddyPhantom's topic in KSP1 Mod Development
A nice addition would be the radarsaucer especialy with a skin like in http://www.gizmocrazed.com/wp-content/uploads/2010/08/260.jpg. A super-de-luxe addition would be if the radarsaucer would rotate like in real life. -
I can remember a mod in the past which had a part with rcs ports in the X, Y and Z plane but I can't remember the name of that mod. Every time i'm building a spacestation the number of parts soars up. Every stationmodule needs 8 RCS thrusters for manoeuvering. An RCS ring could replace 4 thrusters and would reduce the number of parts considerably. Hence the required rcs ring. Does a mod exist with such a ring or could someone create such a ring (preferably 2.5 m)?
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Rocket Blueprint / Exploded View Mod (updated KVV?)
TheCardinal replied to TheAlmightyOS's topic in KSP1 Mods Discussions
It stil works (i'm using it). -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
TheCardinal replied to girka2k's topic in KSP1 Mod Releases
A suggestion you might try: Save the ship, go to the VAB and load the ship there. Then try to weld it. Several of my weldings have rotated parts when i weld a ship in the SPH but not when i weld it in the VAB. Please let me know if that helps. -
Odd that noone has posted a remark here, good or bad. Well, i liked it and it IS a good parodie on Event Horizon.
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It was a modpart. I did some searching. It appears the original thread still exists. http://forum.kerbalspaceprogram.com/threads/9270-0-17-Multiversal-Mechatronics-Munolith-Research-Division-1-3 That part made finding an anomaly realy fun. A video showing it in action is here:
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- stockalike
- 1.4
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Do you remember the old radar antenna by which a user could find the easter-eggs? That is the part which i miss the most.
- 124 replies
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- stockalike
- 1.4
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KOR Inc. Release Thread (Excalibur D-2 RELEASE!)
TheCardinal replied to Camelotking524's topic in KSP1 Mod Releases
I haven't played KSP for some time now (since 0.23.5). It's nice to see that the WEKA spacecraft still is available for everyone. Thanks for maintaining it! I've been using it ever since Lunniye presented it for the first time and it still is my preferred "shuttle". I'm still using the original files with my own modifications in the textures and the config files. Some screenshots (hope you don't mind, Camelotking524): -
SSTOs! Post your pictures here~
TheCardinal replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
What a magnificent design! It could have been one of the craft in the TV series The Thunderbirds. -
A massive base on the Mun or Minmus, complete with vehicles, mining equipment, research stations etc. etc. etc.
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
TheCardinal replied to MacTee's topic in KSP1 Tools and Applications
A feature which also should be added is an option to save/load all the settings (which parts from which mods have been activated). This can help to determine mod clashes much easier than currently. This is probably not so hard to do. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
TheCardinal replied to UbioZur's topic in KSP1 Mod Releases
I have the same problem. My workaround is to create the part and then terminate KSP hard (through windows taskmanager f.e.). When restarting KSP all the craft are still there and the parts is available. Not a pretty solution but it works. -
Does Anyone Out There Watch "Cosmos"?
TheCardinal replied to Thomas988's topic in Science & Spaceflight
Same here. Tyson has a nice voice but he lacks the drama (for lack of a better word) which Sagan was able to put into his words. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
TheCardinal replied to MacTee's topic in KSP1 Tools and Applications
That would even be better than i suggested! This would allow a user to build up his/her own favourite part collection. Almost all mods have some parts which you always use and some which you never (will) use. This way you can keep those which you like, add more mods and stil keep the memory footprint as low as possible.