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Everything posted by Mekan1k
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Might want to update the CKAN. It still says that it only works up through 1.5
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Mekan1k replied to RoverDude's topic in KSP1 Mod Releases
I'm testing it today actually.... But yes, I did find that. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Mekan1k replied to RoverDude's topic in KSP1 Mod Releases
As this is one of my favorite mods, I hope it is still supported. -
Kerbin City Restored (patch for 1.8.x - 1.1.x)
Mekan1k replied to Aerospacer's topic in KSP1 Mod Releases
I would love to see the results of your works. To be fair, any cities would be nice to see.- 55 replies
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- kerbin city
- kk content
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Kerbin City Restored (patch for 1.8.x - 1.1.x)
Mekan1k replied to Aerospacer's topic in KSP1 Mod Releases
While I would love to see this, I don't think there is planned development. It's been a really, really long time, and nothing has been added, changed, or equivilant. I hope there is more too, but if someone makes more for this, or another city in the same place, I would download it quick-like. I too don't know how to use KerbalKonstruct to make a city personally, but I would like to learn.- 55 replies
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- kerbin city
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Mekan1k replied to ferram4's topic in KSP1 Mod Releases
That aerodynamics is important when trying to leave or re-enter the atmosphere. AND I JUST REALIZED THAT I WROTE A DOUBLE-ENTANDRE I AM SO SORRY... But I'm not taking it down.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Mekan1k replied to ferram4's topic in KSP1 Mod Releases
I have not played in so long because, without this mod (working with KSP and IR), my poor probes are just too girthy....- 2,647 replies
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*horrifyingly dangerous and pants-browingly terrifying. Fixed it for you. But I too would love to see more nuclear-powered aircraft engines in KSP. Best fuel tankers or rescue vessels are ones that NEVER NEED TO LAND.
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- helicopter
- aircraft
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Mekan1k replied to RoverDude's topic in KSP1 Mod Releases
I loved this in 1.3, has the servo-controller bit managed to work in 1.4.3? I am concerned, in case I ruin my save via planet-explosions.- 1,464 replies
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- parts
- construction
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Okay, so, I hate to be the one to ask this, but can someone post a working version of the saucer using the magical componets? Not the lift fan or aerospike engine, but the other parts. I have been trying, and have been unable to get it off the ground because I have no idea how to get the Gravitic Engine or Gravitic Generator to work. It *could* be a mod conflict I have discovered, but I think it's more likely that I have just not been able to get the thing to fly.
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Mekan1k replied to JadeOfMaar's topic in KSP1 Mod Releases
So, does that mean that the RCS modules now can run off of standard intakes? -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Mekan1k replied to JadeOfMaar's topic in KSP1 Mod Releases
That should work, just as long as the atmosRCS can run on normal air from stock intakes. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Mekan1k replied to SuicidalInsanity's topic in KSP1 Mod Releases
The Mallet and Boost-O-Tron both run their thrust particle effects all the time. Is this a known bug?- 1,496 replies
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- mk2
- spaceplanes
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Mekan1k replied to JadeOfMaar's topic in KSP1 Mod Releases
I hate to ask this, but could you include a version of the atmosphere verniers that would be usable with stock intakes? I want to use them with more aircraft, but right now I can't simply because the aiRCS only works with intakes that use a strange element. -
So... I made a pivot-wing test plane, and it works great (somewhat) if I don't have KJR, but with it, the plane WILL explode and get snagged by the kraken if I try to activate the joints. Pictures Here: https://imgur.com/5M7z5eY https://imgur.com/ebuhc4L Any solutions, suggestions, or is this a known problem that I, as a scrub, have not noticed being a problem yet.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Mekan1k replied to ferram4's topic in KSP1 Mod Releases
Neat! I actually get to see the lines. I have a question though, and it comes with how this mod plays with Infernal Robotics in 1.4.3, and I have included a screenshot here: https://imgur.com/5M7z5eY https://imgur.com/ebuhc4L Now, in that image, the top wing is connected by a rotary bearing, and the side tail parts are connected by hinges. Is there any way for KJR to take into account the rotation and translation provided by the joints/bearings, or is this the sort of impossible thing that just cannot be done? Because to me it looks like any part that had a green line through it (top wing and rear tail joints) should be able to check whether or not there is some form of rotation or translation that is applied to connected parts... Or I could have no idea what I am on about. I'll have to ask the maintainer of infernal robotics... In Fact... Cross-posted.- 2,647 replies
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[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Mekan1k replied to Johnny005611's topic in KSP1 Mod Releases
The AAMS, CFA44A, CVN003, CVN004, CVN21, FRADAR, H20A, NH80, RGBB, SAAM, and the UCAVs. I love the drone designs, but the lack of cockpit internals means that I modified the remaining vessels to act like drones. It makes the one-piece ships easier to utilize.- 110 replies
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- aircraft carrier
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[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
Mekan1k replied to Kernowden Kerbin's topic in KSP1 Mod Releases
The Type 22's bomb bay had a little offser issue with it's rear connection node. It's maybe 1/5th too low. -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Mekan1k replied to Johnny005611's topic in KSP1 Mod Releases
Since I love this mod, and I play with a LOT of mods, I recommend two things: - Set up more folders, especially in the Parts folder. If you have multiple types of single-piece vessels, you might want to group them by type in folders. So, in the Parts folder, you would have 'Ships', with a subfolder 'Carriers', or in 'Planes', you could have a sub-folder 'Drones'. That way, people who want to use only specific parts of the pack can pick-and-choose exactly what they need. - Second, contact other modders for help with doing things like running multiple animations, or having control surfaces that actually do something. @TheKurgan is really good at adapting various types of parts and components for other animations.- 110 replies
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[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
Mekan1k replied to Johnny005611's topic in KSP1 Mod Releases
Your Mod looks amazing! 2 little things though- First, the aircraft have amazingly efficient and powerful engines. The UCAV's can go into solar obit from the runway in two passes holding a heading of 90 degrees and 5 degrees inclination, and a few of the aircraft seem to think they need to use LH2 in their engines. It's a little strange, and I checked- the CFA44A, the H20A and H20B all have this issue. The UCAV's don't have a problem (other than the fact that they don't run out of electricity, can operate with 100% efficiency until 36km, and won't explode when engulfed in plasma). and neither does the NH80 (although I would make it just a little less indestructible). TBH, I stripped out most of the ships (and parts) other than the carriers, a few select guns that I thought were neat, and the planes. I'm going to try and see if I can fix the fuel issue for my configs, but for the invulnerability and impossible ISP curves, I would contact blackheart612. For the folding wings I would contact linuxgurugamer for assistance in using his mod to effect wing surfaces, as being able to fly like a plane (somewhat) with folded wings, while cool, is just a TAD weird.- 110 replies
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- aircraft carrier
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[WIP] Nert's Dev Thread - Current: such nuke, wow
Mekan1k replied to Nertea's topic in KSP1 Mod Development
I hate to ask this, but is there a way to increase the antimatter generation rate? Because otherwise I am going to have to find a place where the scoops can siphon a TON of antimatter in deep space, and build all my vehicles out there. Hmmmmm.... -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Mekan1k replied to Nertea's topic in KSP1 Mod Development
Nertea, you can't see it, but I am dancing right now. ALL THE DANCING. EDIT: Less dancing now- the antimatter doesn't work for some reason. I fill up the tank in the VAB, and then.. NO ANTIMATTER! This wouldn't usually be an issue, but in my last stage of the burn, I was trying to use the Mun to slingshot out of orbit, and ended up slamming into the Mun face-first because I didn't have any antimatter. Where is it all? -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Mekan1k replied to Nertea's topic in KSP1 Mod Development
Since I have been watching your githhub, Nearta, I must ask, is 0.2.0 working for 1.3? As it is, I still love your part designs, and I cannot overstate this.