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Everything posted by Mekan1k
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Mekan1k replied to FreddyPhantom's topic in KSP1 Mod Development
I love the cockpits, but they REALLY need IVA's. -
[WIP][1.0.2] Mk2 SR-71 - FantomWorks
Mekan1k replied to FreddyPhantom's topic in KSP1 Mod Development
I want to drive it into the ground! -
[0.90] Kerbin Shuttle Orbiter System v4.13
Mekan1k replied to helldiver's topic in KSP1 Mod Releases
The truck needs it's middle node (The part that connects the chassis to the body) dropped for the chassis. The Wheels need indicators that tell you which direction is 'forward' and 'down' for each wheel. -
[1.0.4] Instell Incorporated Experimental Technologies
Mekan1k replied to 8bitsblu's topic in KSP1 Mod Releases
What is the proper orientation for the hypersonic intake? -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Mekan1k replied to SuicidalInsanity's topic in KSP1 Mod Development
Yes. Yes they are. A note about the fishhead cockpit though- it might be better for the windows to be, instead of on-top, to be about in the middle. That way, although the view would be a bit limited, the cockpit could hold more than a kerbal (and get the helmet in without cracking the glass ).- 854 replies
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Mekan1k replied to Claw's topic in KSP1 Mod Releases
Question- does anyone know if the bug with cannards and other wing control surfaces has been fixed? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Mekan1k replied to SuicidalInsanity's topic in KSP1 Mod Releases
The new cockpit, amazing though it may be, is also.... Offset. The attachment node is a smidge too high.- 1,496 replies
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Mekan1k replied to Sophia's topic in KSP1 Mod Development
Hey- just a note, the quantum vacuum thruster doesn't allow objects to attach on the bottom. -
[WIP][1.0.2] Mk2 SR-71 - FantomWorks
Mekan1k replied to FreddyPhantom's topic in KSP1 Mod Development
Looks great! Needs and IVA though. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Mekan1k replied to SuicidalInsanity's topic in KSP1 Mod Releases
These... Need hotrockets!- 1,496 replies
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Anyone have a link to the recompiled version?
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Add a nuclear version of that that only runs on intake air, speed, and nuclear magic please.
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Now I want the KAS update even more!
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
Mekan1k replied to JoePatrick1's topic in KSP1 Mod Development
I wanted to pull off a redbull-style jump... It didn't even get off the launch pad. -
[WIP] Never Enuff Dakka:- A BDArmory expansion [Release 3]
Mekan1k replied to PrototypeTheta's topic in KSP1 Mod Development
I wonder if there is anyway to make the Leviathan drain 1000 electriccharge per shot... -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Mekan1k replied to Nertea's topic in KSP1 Mod Development
Is the heatmanagment plugin necessary? I don't like the glowing side-effect or the little bars. If something is going to explode, I want it to be a surprise. Can I turn that bit off? Actually, do the normal radiators work on normal heat? From engines and such? -
Awesome! I particularly like the fact it doesn't destroy the sun anymore.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mekan1k replied to Ven's topic in KSP1 Mod Development
Anyone willing to post the fixes for the rescale bug on the MK1 fuselage edit parts? I have no idea how to fix that... Also: Does anyone notice that some of the edited control surfaces move inverted? It's a bit... Counter-productive. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
Mekan1k replied to benjee10's topic in KSP1 Mod Releases
No. No he did not. MWAHAHAHAHA! -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
Mekan1k replied to benjee10's topic in KSP1 Mod Releases
Um... It would always fly poorly at low speeds. It would only be stable at VERY high mach numbers- as in re-entry and ascent speeds.