-
Posts
970 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by 123nick
-
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
123nick replied to nli2work's topic in KSP1 Mod Releases
that would help, thanks. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
123nick replied to nli2work's topic in KSP1 Mod Releases
would it be possible to just switch to modular fuel tanks instead of the FS module? that way we can have whatever combination of fuel sources for our airplanes. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
123nick replied to nli2work's topic in KSP1 Mod Releases
for some reason, the fuel switch feature isnt working for me. i have the latest firespitter plugin, and only 1 firespitter dll, but for some reason when im switching through fuel types, they all have no fuel. the texture on the switches, and for some reason with LFO oxidizer gets added, but not liquidfuel. -
[1.12.x] Freight Transport Technologies [v0.6.0]
123nick replied to RoverDude's topic in KSP1 Mod Releases
are he nuclear rockets supposed to use electric charge as proppelant? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
123nick replied to BahamutoD's topic in KSP1 Mod Development
can you add laser-guided missiles? for attacking ground targets like KSC that cant be targeted? it would aim at where the laser hits. -
actualy, if you look behind the VAB there a small monument of the original ksp pod.
-
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
123nick replied to nli2work's topic in KSP1 Mod Releases
i think i found a bug: the medium rectangular crew cabin seems to be at the original, smaller size scale before the update, unlike the other parts. the compact field science part, is fine though. -
the oldest threat necro ever.
-
parts [1.12.x] Karbonite/Karbonite Plus (K+)
123nick replied to RoverDude's topic in KSP1 Mod Releases
would it be possible to have karbonite use the kethane resource harvesting engine? i dont like how it uses ORS with infinite resource mining IIRC and i like the hex base system where you either gather kethane at a certain rate or none at all, but it seems like a pretty big hassle. although wouldnt it just take some CFG changes and CFG additions? -
well, i remember back in 0.15 or 0.16 era, some constructs with damned robotics (predecessor to infernal robotics) used same vessel part collisions as design. and i do like the fact that you can have same vessel part collisions in 0.24 now with this mod, but i would like it to be changeable in the VAB for each separate part, so you can have B9 landing gear toggled off, and for other parts toggled on.
-
help finding mod: mod that saves craft when decoupled
123nick replied to 123nick's topic in KSP1 Mods Discussions
yes! thats the mod! thank you guys very much! -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
123nick replied to RoverDude's topic in KSP1 Mod Development
hey for me the parts dont work. they stop loading when it gets to one of the configs. also, why have assets and part.cfg in different folders, instead of using standard ksp way of loading. i also heard {model} is unreliable and buggy. -
does anybody know of the name of the mod that made it so when you decoupled part of your craft with a probe core attached, it would save said vehicle and freeze it in time and not let it despawn so you can have spaceX or vigin galactic type crafts, so you can use a plane to launch a rocket, decouple the plane, and the plane will freeze in time, and the rocket will keep burning toward orbit, and then when your in orbit, switch to the frozen launch vehicle, and pilot it back down. i remember seeing it for a second on the addon development or releases page, thank you if you manage to find it!
-
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
123nick replied to DasPenguin85's topic in KSP1 Mod Releases
you should have a bigger cube size, so it would be taller and have double the modules available. personally, i dont think theres enough module spaces with the normal box sat. -
can you make a rover testing ground? basicly a really bumpy/mountainy/uneven ground to drive rovers over, someone else made one but i cant find it anywhere in the forums.. thanks in advance!
- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
is there a CLS config for it?
-
Holy Grail of Mun Bases! STOCK ONLY
123nick replied to Munarware's topic in KSP1 Challenges & Mission ideas
im sorry, but i dont think i will be able to finish the challenge. although i did make the rover that moves the hitchhiker modules, i met this horrible bug that made it impossible, and also i accidently tried to load my mod save with only stock (mis-click) and all the crafts were deleted due to the mod parts, but i can just relaunch the crafts. -
Holy Grail of Mun Bases! STOCK ONLY
123nick replied to Munarware's topic in KSP1 Challenges & Mission ideas
well, i guess thats respectable. maybe ill uninstall my mods and have a go at this challenge. -
Holy Grail of Mun Bases! STOCK ONLY
123nick replied to Munarware's topic in KSP1 Challenges & Mission ideas
why stock only? i mean, ksp does lack station/base modules, things like home or even stock station expansion could help make this mod better. and if you think mods are unfair then your looking at the wrong mods, cause most mods i see are pretty balanced