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forsaken1111
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Everything posted by forsaken1111
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[1.12.x] Freight Transport Technologies [v0.6.0]
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
SqueeHey did you get my last PM? -
[1.12.x] Freight Transport Technologies [v0.6.0]
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
When can we do this? http://img1.wikia.nocookie.net/__cb20131117004640/disney/images/c/cc/HelicarrierConceptRender1-AvengersBTS.png (I kid...) -
[1.12.x] Freight Transport Technologies [v0.6.0]
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
I have some plans to use a modified honeybadger as a heavy lift vessel with a KAS wench on the underbelly. Wondering if that will work out well. It will probably end in glorious tears. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
So lift the jet aircraft to a suborbital trajectory and come down near the target! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
To that end, it would be nice if you could solicit specific types of contracts rather than it being random. For example, if your KSP has no interest in satellite contracts then you should be able to disable that category for the time being. -
Take this with a grain of salt because I have no idea if its even feasible but couldn't you create a single step 'animation' which doesn't have the parts of the model you want to remove and have it only able to be toggled in the VAB? So you could right click it in VAB and 'deploy' to remove those model sections. I know it can be done somehow as some of the KONQUEST models showcased by alexustas have a toggle-able outer skin so you can put parts inside them.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
forsaken1111 replied to DasPenguin85's topic in KSP1 Mod Releases
With a chance to freak out and murder kerbals when you arrive at Jool? -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
forsaken1111 replied to Cyrik's topic in KSP1 Mod Development
Yeah remember you only need to update scanned sections once with mods that run off of ORS as the concentrations do not change. -
Precisely my point. It is all well and good to add some things because they are realistic and fit the mod's theme but this is a game, and things in a game should generally have some purpose or reason for being. From a gameplay perspective, it wasn't different enough to be interesting in my opinion nor did it fill any specific need that the normal fission reactor didn't.
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Umbra Space Industries - (Roadmap and WIPs)
forsaken1111 replied to RoverDude's topic in KSP1 Mod Development
Hey what will your not-KAS mod be called? KART - Kerbal Attachable/Removable Technologies KERES - Kerbal Engineering REmovable Systems KFE - Kerbal Field Engineering -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
forsaken1111 replied to DasPenguin85's topic in KSP1 Mod Releases
Loving these. I have two in orbit around the mun so far. One scanning the surface and one functioning as a relay. They work great and look fantastic. -
parts [1.12.x] Asteroid Recycling Technologies
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
Have you actually looked at Karbonite? You can set up a mining site and use a logistics hub to transfer the material around without "a lot of repetitive tedium ferrying small quantities back and forth" Absolutely loving your mods RD. Don't let them get you down. I actually like that each mod is more or less self-contained to its own purpose and features. It keeps bloat down and allows people to grab only what they want.