guitoo1
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Bottle Rocketeer
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hi just to know that she left mode and usable? I admit that I would like to see it again in full, but nothing but the net station the shuttle suits me. after I am bad at ksp modding but if it takes a little tweaking to make it work I can try. best ksp mode too bad he died
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
guitoo1 replied to shaw's topic in KSP1 Mod Releases
hello here I happen not to understand how the plugin works, to change a Kerbal. . is no way to go back to the old system, all in a folder with the name of the Kerbal is finished? -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
guitoo1 replied to onkelsiebdruck's topic in KSP1 Mod Development
very good mod, By cons I'd like to know if you consider lowering the levels of texture (Something more Kerbal?) For small config? ca I just have only one of two model. after these crash sorry for mi bad inglish -
merci beaucoups. solarliner merci pour le logicielle j'ai pas encore tester a fond mai a premier vue il et niquel.
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merci beaucoup. non le problème ne son pas les faute d'orthographe (même si j avoue que je suis pas super balèze avec^^) mai plus dans les expression ou le placement des mot, ou même la tournure d'une phrase. et pour les vidéo une idée de logicielle car pour le moment aucun ne fonction correctement. j'ai les 2 version steam et non steam.
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bonjour, bonsoir. voila je si je fait appelle a vous c pars que j'ai besoin de communiquer sur le forum de ksp. mai le soucie c que je suis aussi bon en anglais que mes pieds. j'ai déjàésseillié des remonte des bug sur certain mod ou même voulut aidée des gen qui commencer. mai comme mon outil de communication en anglai s'appelle google translate. j'ai arrête tout bonnement après plusieurs message de modérateur a qui je laissai une diarrhée mental a chacun de mes poste en anglai. mai la j'aimerai vraiment remonter un bug, sur kas. mai pour moi sa devient juste le parcoure du survivant. si une âme charitable veu bien m'aide en me disant comment poster une image ou même comment filmer ma partit de ksp je lui en serai grandement reconnaissant. sa me permettrai de communiquer les bug que je rencontre ce sans forcement pollue le forum de mes ignominie.
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very pretty for your next piece I would go to, module control mission. a relay satelite moon. a module stock module for repair rover, rocket etc. a science module an agricultural unit a small system for moving the module. and improvement of the attachment dimension sorry for my bad english, do not have my mother tongue
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[1.0]Vanguard Technologies | EVA parachutes | still works
guitoo1 replied to Kreuzung's topic in KSP1 Mod Releases
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[1.0]Vanguard Technologies | EVA parachutes | still works
guitoo1 replied to Kreuzung's topic in KSP1 Mod Releases
hello, I'd like to know if there is a way to have a paraglider? -
I find the problem, so that the capsule itself recognized by the game as a mandatory step 3 pod 1 capsule is to contain a kerbal Advent decoupling for the pilot to 2, the reactor must be one trigger of below the floor uncoupler of capsule 3 that the parachute will not deploy after the decoupling of the capsule will be the advent decoupling the floor and one above the reactor URL=http://www.hostingpics.net/viewer.php?id=4312014306.png]
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Can Kerbonauts be effected by plugins
guitoo1 replied to toastar's topic in KSP1 C# Plugin Development Help and Support
in fact I think in order to give objects via kerbal. example it can saproche the rover and I press a key it activates or hold a power module and drag on the ground .... -
Can Kerbonauts be effected by plugins
guitoo1 replied to toastar's topic in KSP1 C# Plugin Development Help and Support
hello, small issues in passing if c objects can give them orders? (I think something like action plugin mumech) -
I'll test other parameter can and I will find a hebergeur image I metterai the step to follow to control the capsule. now I want to display the kerbal bottom right of the screen. also to that I'm interest to use the main pod capsule. just in case I use the pluging, mechjeb MMI and PKSmultijoint P.S. the way if anyone knows a link to create room kerbal with unity. send me the link I mp vai esseille to diferant model once the problem resolved
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hello, sorry for before starting the anglai I use because selui vai ing if not my native language. who would like to use the pod as a captulse I edit the. cfg it compatible with the 0.17. I have not finished rebalanced. to use it as a control pod if it takes 2 1 can you acrocher a reactor for example it will be enable the decoupling Advent 1 floor or it will be unusable 2 to display the module racoder went out to the yard one time pilot for visual indoor mid selui I glue the mk2 with style ps I put the picture later to show the well has to handle for the module activates the pod for small room (0.5) 2 mod that I recommend they can make micro rocket feanor 0.5 http://kerbalspaceprogram.com/forum/showthread.php/4231-Feanor-Rocketry-NEW-0-5-Stock-pack-released%21?highlight=feanor lionhead http://kerbalspaceprogram.com/forum/showthread.php/12106-0-16-Lionhead-Aerospace-Inc-Rover-v4-1-New-update-13-09?highlight=lionhead cfg file. modify (0.16 end 0.17) // Kerbal Space Program - Part Config // --- general parameters --- name = ReentryCapsule module = SASModule author = MoodNiatrec // --- asset parameters --- mesh = model.mu scale = 1 // --- node definitions --- node_stack_top = 0.0, .50, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -.375, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -0.31, 1.0, 0.0, 45.0, 1 // --- editor parameters --- cost = 1000 category = 1 subcategory = 0 title = REC-X1 Reentry Capsule manufacturer = Delta Engineering & Rocket Production Co. description = This experimental Reentry Capsule was designed for the safe atmospheric entry of a single Kerbalnaut. The capsule can remain attached to a ship to function as an external crew capsule, or be decoupled for independent reentry. The capsule currently has no other stock functions. Compatible with the Mk16 Parachute. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.3 dragModelType = default maximum_drag = 0.15 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 1400 breakingForce = 200 breakingTorque = 200 maxTemp = 3400 fuelCrossFeed = True // --- pod/rcs parameters --- rotPower = 10 linPower = 10 Kp = 1.0 Kd = 1.0 // --- internal setup --- CrewCapacity = 1 INTERNAL { name = mk2PodCockpit } // ----- DO NOT EDIT BELOW THIS POINT ------