fowlplaychiken
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About me
Rocketry Enthusiast
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Attitude Control, the NASA Way
fowlplaychiken replied to antiquark's topic in KSP1 C# Plugin Development Help and Support
It would be nice, if it puts an end to asas-enduced occilation. -
[Plugin, 0.14.1] Wormholes - alphav1
fowlplaychiken replied to The_Duck's topic in KSP1 Mod Releases
Did I read this thread correctly? Did we just have a 'first kerbal to explode a BLACK HOLE' actually happen in game!? -
[PLUGIN,0.15.X,0.16] Start-Stop Engines V 0.1 (Alpha)
fowlplaychiken replied to jgjiscool's topic in KSP1 Mod Releases
Isnt that a good thing, since the new system is broken? haha -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
fowlplaychiken replied to Normak's topic in KSP1 Mod Releases
Normak, any plans on Kosmos internal spaces once IVA goes live? Your kosmos kit is my fav mod; ide love to crawl around in it! -
What I mean is, does it consume fuel realistcally or is it 'overpowered'?
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How balanced is it, fuel wise?
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How did you make the drone able to fly itself? Does it still need to be the selected craft? Going to download this tonight! Very nifty!
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This gives me hope that true Orion-style nuclear pulse engines may be possible :-d Create a pusher plate with the same properties as a kerbal (damage-wise), and your halfway there!
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To Mech-Jeb or not to Mech-Jeb, that is the question...
fowlplaychiken replied to Vostok's topic in KSP1 Mods Discussions
IMo mechjeb does not provide anywhere near as much power as even 1970\'s space systems; unless your after a pro-apollo experience I see no reason not to have mechjeb. I use it only when needed or lazy, and make sure to learn maneuvers manually first in case the 'computer fails' (mechjeb does sometimes) -
[0.16.0] Challenge: Build an SSTO Craft in .16!
fowlplaychiken replied to RayneCloud's topic in KSP1 The Spacecraft Exchange
There is a bug currently that screws with fuel consumption at lower than max throttle. Almost anything is single stage to anywhere right now. -
This was exactly what I needed. My multi-launch mun mothership tourism module is complete. Pics to be posted after work it works great so far Crew of 4, space for up to 3 more in case of emergency rescue op needed. and a Kosmos bunkhouse for living space. It enters a munar orbit, at which time 4 crew can man four seperate rockets with 1 man pods, which can all set different orbits, land independently, take off again independently, and then make a powered landing back on kerbin. Alternatively the mission profile can be converted to a rescue; simply leaving the 4 extra ships coupled allows the ship to land with the bunkhouse and all; it can also return to kerbin in one piece; although the 3 man main pod and 4 individual pods must use their rcs-based thrust systems for powered landing, leaving empty fuel tanks and the bunkhouse behind. I see this mod opening up many such new options.
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[Question on 0.16 release] Hidden Kerbals anywhere?
fowlplaychiken replied to cyberKerb's topic in KSP1 Discussion
We need to get a working .16 sat network to scan the surface and map the mun and minmus again. -
Build it in the vab instead of the sph. Its a symettry bug of some sort I have encountered before.
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[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
fowlplaychiken replied to DYJ's topic in KSP1 Mod Releases
How many kerbals fit in the crewtank? -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
fowlplaychiken replied to Normak's topic in KSP1 Mod Releases
Any word on whether this works properly in .16?