mostlydave
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Everything posted by mostlydave
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
mostlydave replied to TaranisElsu's topic in KSP1 Mod Releases
Ok, we'll I was really just looking for a simple is it possible or not from the mods author out of curiosity. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
mostlydave replied to TaranisElsu's topic in KSP1 Mod Releases
Ok, geez I didn't mean to offend with my question! Nothing's wrong with using a probe core, I just thought the robot would be neat, and I was thinking specifically of the KAS attached tubes in MKS. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
mostlydave replied to TaranisElsu's topic in KSP1 Mod Releases
Would it be possible to exempt one kerbal from the life support requirements? I would like to have a robot kerbal to use with MKS, to do all the initial base setup and I'm hoping to there might be an easy way to do this with module manager maybe? I could then use texture replacer to give that kerbal a robot skin! What does everyone think sound possible? -
[WIP] Green Skull Inc. Development Thread
mostlydave replied to Green Skull's topic in KSP1 Mod Development
When your back I think a suit to match the newest version of MKS would be great! I would also love to see a suit that looks like a robot, to be used with Any mod like TAC life support so you can have a robot crewman that doesn't require life support! -
I'm just getting started but this is great so far, I'm new to TAC so that adds some more to learn! One thing I'd love to see is a module sized like the workshop that adds a robot kerbal. The robokerbal would not need life support and could be sent with the initial shipment of modules to do all the necessary EVA setup before the kerbals show up. The robokerbal would use electricity for EVA, and could possibly be limited to the proximity of its control hub. I don't know how feasible that is from a modding standpoint but I think it would be great, robot deploys with pioneer mission and you have a fully functioning base before you even launch the crew/inhabitants!
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
mostlydave replied to RoverDude's topic in KSP1 Mod Releases
The newest version of realchute fixed my problems, the version I had installed was from March! -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
mostlydave replied to RoverDude's topic in KSP1 Mod Releases
DERP_Lifeboat_0.1.4, is there a specific version of RealChute Required? -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
mostlydave replied to RoverDude's topic in KSP1 Mod Releases
Whenever I place the engine in the VAB it has all the RCS and engines firing constantly, it does the same thing once launched and doesn't seem to want to decouple, anyone have any idea what might be wrong? -
[0.90] Kerbin Shuttle Orbiter System v4.13
mostlydave replied to helldiver's topic in KSP1 Mod Releases
Awesome work as usual! cant wait to fly it. -
[0.90] Kerbin Shuttle Orbiter System v4.13
mostlydave replied to helldiver's topic in KSP1 Mod Releases
Looking amazing helldiver! I can't wait to fly it, I'm sure it's going to be just as great as the original KSO! -
I totally understand modders getting frustrated, but in my opinion bobcat asks for it by posting pictures of what appears to be functional vehicles while saying they're coming soon. Bobcat does this a lot, just look thru his various threads. If he really has a problem with people asking about this stuff, then why post all the pics and info?
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BobCat Ind. - Colonization, exploring and research vehicle
mostlydave replied to BobCat's topic in KSP1 Mod Development
Do yourself a favor and do what I did, forget about the bobcat mods and these threads. bobcat has shown a lot of awesome stuff that looks near release and just never released it. I've moved on and I'm done checking these threads for any news on updates that most likely will never happen. -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
mostlydave replied to blackheart612's topic in KSP1 Mod Development
Yes I READ what you wrote and it's ridiculous, if you don't like where this mod is moving why don't you just move along? -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
mostlydave replied to blackheart612's topic in KSP1 Mod Development
Do you know haw many passengers the crew can will carry? I'm hoping for at least 4, that way it could rescue a KSO crew -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
mostlydave replied to blackheart612's topic in KSP1 Mod Development
Will the crew can mesh with the bottom of the stock 1-2 command pod and take the sdhi heat shield? That's one part I've been hoping someone would make! -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
mostlydave replied to blackheart612's topic in KSP1 Mod Development
I understand, let me know if you need more testers for any future phases! -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
mostlydave replied to blackheart612's topic in KSP1 Mod Development
If you need any more tester I'm your man! -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
mostlydave replied to blackheart612's topic in KSP1 Mod Development
Looks awesome! Can't wait to try it out! -
I've haven't seen the auto ignition problem with this capsule at all, it's working exactly as intended. I wish it lifted the pod a little higher to give it some more time for parachutes to deploy, but has not auto fired on me yet.
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I like the big windows and I really hope you keep them, this is a game and I want to have fun seeing what I'm doing with a capsule like this. If I wanted real life I'd play a simulator. Being able to see more from IVA makes it much more usable in my opinion.
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
mostlydave replied to sumghai's topic in KSP1 Mod Releases
That's pretty much exactly what I was thinking except it would be a separate part that fit the bottom of the 1-2 pod and the sdhi heat shield would fit its bottom. The pod you pictured would be perfect if it had its own IVA! -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
mostlydave replied to blackheart612's topic in KSP1 Mod Development
Looks great so far, the LAS actually looks big enough to lift the capsule a safe distance! Would you consider making a pod extension like I mentioned here: http://forum.kerbalspaceprogram.com/threads/52362-0-23-5-Sum-Dum-Heavy-Industries-Service-Module-System-%28V1-8-20-Mar-2014%29?p=1046685&viewfull=1#post1046685 -
BobCat Ind. - Colonization, exploring and research vehicle
mostlydave replied to BobCat's topic in KSP1 Mod Development
Could you PM me that link?