Kerboman
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Everything posted by Kerboman
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Gets Wii Inserts rug
- 1,314 replies
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- vending machine
- game
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Choose our own adventure - A co-op writing game
Kerboman replied to RainDreamer's topic in Forum Games!
Get out. You walk for a ways and find an abandoned farm house. Do you... 1. Enter and search the building 2. Hide in the cellar 3. Light it on fire 4. Call the local government and tell them to demolish it -
Wait, why'd the wing fall off?
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Floor 1193: The entire floor is made out of a giant cheeseburger; someone has managed to carve out a staircase up to the next floor through the bread and meat, which you quickly climb after taking a few bites.
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MLGtopia Doritos Mountain Dew Delivery Vehicle (MDDV)
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Do not practice Magic near the Magic Boulder
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1190: You step out of a door, and immediately a bullet lands next to your feet. You are in Stalingrad during October 1942. You run as quickly as possible to the other end of the city, not stopping to ponder how a city fits in a single floor, and rush up the stairs just as a shell lands behind you.
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[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
Kerboman replied to Kerb-fu's topic in KSP1 Mod Releases
Have you thought about adding different/larger sizes of airship parts? It would certainly facilitate the creation of such incomprehensibly large flying leviathans that the mind may wish to perceive. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Kerboman replied to bac9's topic in KSP1 Mod Development
Whyyyyyy Whyyyy do you have to release such a good procedural wing? Now I have to use these to make beautiful looking/flying planes D: -
I found it in either August or September 2011 from Kurtjmac's videos, specifically the ones where he did planes. Downloaded the demo, failed miserably at getting into orbit, bought .16 about a week later, and I still haven't gotten to and back from Duna or any other planet.
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Aero Revamp: What do You Want to See?
Kerboman replied to Captain Sierra's topic in KSP1 Suggestions & Development Discussion
I'd like FAR to be the aero model, but I have no complaints if they go with something else; just download the mod again. I also don't care much for ISRU; I'll be happy more or less however they do it. -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Kerboman replied to Athlonic's topic in KSP1 Mod Releases
With basic testing (opening the game and launching a vessel) this mod appears to work in 0.90 with no errors. The sounds play fine.- 751 replies
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
Kerboman replied to Athlonic's topic in KSP1 Mod Releases
Just a quick test done by me, this works on a fresh 0.90 install. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kerboman replied to ferram4's topic in KSP1 Mod Releases
I never once thought I'd have to live through the stock atmosphere again... but I guess it's worth it with 0.90!- 14,073 replies
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- aerodynamics
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But he didn't
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From my attempt to circumnavigate Kerbin by airship:
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Is there any mod that lets me physwarp faster than 4x?
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It looks really nice. Does it fly well under FAR?
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Does anyone like it? Should I make more?
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Making your KSP screenshots better! [Big Images]
Kerboman replied to tajampi's topic in KSP Fan Works
I have something for you to make pretty: -
The Juror-Class Airship! A marvel of engineering technology, combining multiple mods to create a beautiful work of art that can cruise across terrain at 2.2km at 60 knots! (Speed drops as you go higher, but maximum altitude is unknown.) Uses Firespitter, FAR(have not tested, but will probably fly without it), KAS, KAX, Phineas Kerbenstein's wonderous vertical propulsion emporium, Skillful Weapons, Surface Lights, and HL airships. And the hull is upscaled from the default ship parts in Phineas Kerbenstein's pack. Download (contains both ship and parts) https://www.dropbox.com/s/0auj2mmkvnq1joj/airship.zip?dl=0 How to fly: Turn on altitude control and set it to +1m/s. Wait for the ship to start rising, then stage the engine. The ship flies fastest at about 1.8-2.2 km, so try to stay at that altitude. Turning is a bit tricky as it doesn't have many control surfaces (it's powered by reaction wheels) so just turn it by locking it to an orientation quite a bit farther than you want it to go, then once the prograde indicator hits that position move back to facing prograde. To stop, use the engine's thrust reverser. Remember; it flies forward with reverse thrust and backwards with normal thrust. Finally, to drop the anchors, just release like you would normally with KAS.
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Now make a spaceplane that size.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Kerboman replied to InfiniteDice's topic in KSP1 Mod Releases
He's working on it iirc