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KSP2 Release Notes
Everything posted by xxjetterxx
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You've probably forgotten to divide by 20.
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Sandbox does all those things already.
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can confirm that's hotrockets messing that up.
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KSP 1.0 Naming Discussion Thread
xxjetterxx replied to TJPrime's topic in KSP1 Suggestions & Development Discussion
Kerbal Space Program: The atmosphere strikes back. -
What he's saying is wait until your mod is done to release it. Don't make an empty thread, wait a bit, then release it.
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Cowboy Bebop "Swordfish II" replica
xxjetterxx replied to HafCoJoe's topic in KSP1 The Spacecraft Exchange
I think you may have switched up the words "vacuum" and "atmosphere" there, joe. Good job, though! -
Kerbodyne Touch & Go Racing League
xxjetterxx replied to Wanderfound's topic in KSP1 Challenges & Mission ideas
May I enter with AJE installed? It modifies the stock jets, using NASA's enginesim algorithm. -
Hello, forum users. I have started developement on a plugin that will allow you to have motors, engines and other mechanical devices. The system they will be using is simple: a few wheels feed off an engine/motor, which feeds off of a power source. This engine has a resource named "BHP" which, of course, dictates the power of the wheels. Different engines have different BHP levels. The wheels all feed off of this BHP, reducing the output per wheel with each additional wheel. ex: 4 wheels will have twice the power per wheel, but not nescessarily the same grip. I also want to accomplish wheels that have grip values, like infinitedice's ICE mod. Now, here's the tricky part: I am completely inexperienced with C#, C or even C++. I could probably figure it out given a bit of help, though.
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Well, once upon a time, as a 9 year old, I found this game called "Roblox". Being 9, it was quite appealing. I wanted to make an account. I decided my username should be something "cool", like jet. I enter jet in the username box. It's already in use, of course. I try again with jetter. Still in use. Maybe if I put two "x"es on the ends? that worked and I would up with my screen name. I've been using it ever since.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
xxjetterxx replied to ferram4's topic in KSP1 Mod Releases
Perfect. Thank you.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
xxjetterxx replied to ferram4's topic in KSP1 Mod Releases
Is there a tutorial somewhere on how to read the graphs included in the editors? I'd like to use them but can't wrap my head around them.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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New Mk3 parts- A disappointment?
xxjetterxx replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
If it bothers you that much, just copy the wall and paste it in the place of the void. -
New Mk3 parts- A disappointment?
xxjetterxx replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Poor you you got like, one or two bugs in an early access game. Does it influence your ability to play the game SO MUCH that it's ruined the entire game for you and you wouldn't pay for it? -
New Mk3 parts- A disappointment?
xxjetterxx replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
You might want to try without mods. Most mods aren't updated to 0.90 yet and they cause quite some issues. Also, if you didn't uninstall KSP before installing 0.90, that can also cause issues. Finally, if you have opengl mode forced on ksp, disable it. I have rolled a kerbal around one of the new cargo bays and have not found any collision errors anywhere. It might just be the payload you put in there or even your game. -
New Mk3 parts- A disappointment?
xxjetterxx replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
As far as I'm concerned, the new mk3 parts are great. The textures are good, there are, in fact, no collision errors, they have the perfect shape to do what they were intended to do, that being shuttles, and, finally, they fit in quite well with KSP's new style. Now, as this thread has gone on for quite some time over the same issue to no avail, I think the moderators should simply lock the thread; it's gone from a semi-reasonable debate to name-calling. -
I can't seem to get this to work. Is it disabled on x64?
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Well, the design is a bit busy, but congrats on getting that to fly in FAR.
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Is it possible to mod Kerbal water?
xxjetterxx replied to CaptainKipard's topic in KSP1 Mod Development
In any case, we need an update dedicated to water and land.