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Everything posted by 123nick
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but what if you didnt use the landing leg part module? and instead had legs use the generic animate part module? it was called something like that. im sorry if im not understanding something, is the landing leg module sorta required for any of the bits too be swappable? my apologies if i dont understand.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
123nick replied to K.Yeon's topic in KSP1 Mod Releases
hey the download on spacedock is the most recent one and the one i should use for use with 1.1.2, yes? -
is it possible too just have the landing legs be static animations, the same way as a cargobay deploys and retracts? sure they wouldnt have the suspension, but they would still work, no?
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i tried the same thing with stock wheels, still the same problem. and they are adapted too the newest ksp version. but still, its a shame that it cant be fixed. maybe if there was some hacky way of doing it, or with a plugin maybe, but oh well.
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is it possible too just get rid of the "wheels blocked" thing where if ur wheels appear too be blocked (even if they arent) ksp just disables them? there is no reason for this too even exist, i mean, why was it implimented in the first place? it would be as if a vehicles TWR was less than 1.0 it wouldnt even let you ignite the engines, or stage. i mean, if a wheel is on the ground then surely it should work. ill post a screenshot detailing why i dont like this clearly soon, but im wondering now if there is a way too disable it completely from happening. edit: here is what i mean:
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
123nick replied to JoePatrick1's topic in KSP1 Mod Development
i have a module manager config i could give you that gives all unmanned probe cores the required RT part module. infact, i dont know why this MM config isnt packaged with RT. i can PM it too you. -
hey i have a couple of questions, 1st, is the texture set needed too use SSTU? or is it just additional textures? 2nd, the lander fueltanks, couldnt you at one point add RTGs or solar panels or landing legs too the landing tank? it was a configurable option and didnt need a new part, right? can u still do that?
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
123nick replied to KillAshley's topic in KSP1 Mod Releases
hey what IS pqs? and how is it different/similiar too using heightmaps? is it better or worst? -
those last 6 portraits, did u get those from KSP ingame or somewhere else? oh, and i love this! keep up the good work!
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
123nick replied to Pak's topic in KSP1 Mod Releases
hey can u have a mesh switch or variant of the shuttle nose piece that is only the nose piece, not all the integrated shuttle underside body lift thingys, the heatshield i think its called? so that way i can make small shuttles- 2,351 replies
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
123nick replied to K.Yeon's topic in KSP1 Mod Releases
L type? is that the 2.5 meter one? -
hey i just want too say, i dont think wildblueindustries mod categorizer is needed any more, it says in a readme somewhere that its no longer used, obolete, and instead incorporated into wild blue tools or something. i think its been causing me problems with custom part categorys not showing up in VAB.
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should i get the curseforge 1.1 pre release version, because the github only has the source code so i dont know how too compile the sourcecode, is the 1.1 download available anywhere?