-
Posts
260 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BFGfreak
-
[0.90 RSS Config] Jumbo5x (5 times rescale) v0.1
BFGfreak replied to Whirligig Girl's topic in KSP1 Mod Releases
Just out of curiosity are you still working on this size variant? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
BFGfreak replied to Ven's topic in KSP1 Mod Development
I'm curious does anyone know of some good Ven-alike part mods out there? -
What are you plans concerning engines that already run off monoprop such as RLA stockalike's engines?
-
Shoutout to fleet support vessels like this Supply Class oiler. You ain't staying out at sea long without one of these refilling your tanks.
-
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
BFGfreak replied to Porkjet's topic in KSP1 Mod Releases
Sweet, a engine to haul my oversized grand tour vessel. Speaking of grand tour, any plans on revisiting your inflatable habs? I'd really like some 2 meter stuff for larger vessels. -
Nasa is considering a Manned Mission to Venus before Mars!
BFGfreak replied to AngelLestat's topic in Science & Spaceflight
Just out of curiosity, is there any reason for us to have men in the ISS when all the experiments can be controlled remotely from the ground? I would imagine that it would be the same principle, largly PR in an environment where death is only a few centimeters away. -
WIP - Environmental Visual Enhancements Development
BFGfreak replied to rbray89's topic in KSP1 Mod Development
If that's your kerbin what does your Eve look like? -
[.90] RealHeat: Heat Transfer 101! [WIP]
BFGfreak replied to Goozeman's topic in KSP1 Mod Development
Yeah, I guess I should have worded it a little bit better. I just don't want to add a mod that adds heat without a way to get rid of said heat. -
[.90] RealHeat: Heat Transfer 101! [WIP]
BFGfreak replied to Goozeman's topic in KSP1 Mod Development
Will it be radiator friendly? -
A stovetop?
-
[WIP] Nert's Dev Thread - Current: various updates
BFGfreak replied to Nertea's topic in KSP1 Mod Development
Sad face indeed. Anyway I'm hoping you can get that sorted out, the mesh you posted was really great. Now I just have to think of some way to plop that cockpit on my grand tour vessel. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
BFGfreak replied to Ven's topic in KSP1 Mod Development
It does? hold on let me check. Huh, I never noticed that the stock wheel protrudes out of the wheel base. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
BFGfreak replied to Ven's topic in KSP1 Mod Development
Concerning the new gear bay, My concern is that it's weird that a part undergoing atmospheric reentry has it's rubber landing gear exposed to the plasma stream. Now for planes that are not expecting reentry effects it looks cool and I can see why you'd do it like that, but for the most part if I think that the rubber wheel could stand to look like it's shielded for the rigors of reentry. -
Dang Europeans, always trying to force their date methods down our throats. Why can't you just convert to the Mayan long count system
- 3,404 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
BFGfreak replied to Dr. Jet's topic in KSP1 Mod Releases
I was referring to the 2.5 meter parts like the mainsail. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
BFGfreak replied to Dr. Jet's topic in KSP1 Mod Releases
If I might make a suggestion while you're doing spaceplane+ parts, do you think you can do a mk2 to size 2 adapter? -
Tinker Bell, she fixes vista.
-
It looks like some of the concepts I've seen for the hypothetical Nova lift vehicle that was tossed around back in the apollo days.
-
Deployable Aeroshield (HEAVY WIP) (PART)
BFGfreak replied to MaverickSawyer's topic in KSP1 Mod Development
Well realistically it would most likely be unpainted on the back, but I did have an idea should you do emissives: Have it where close to 100 percent the shield begins glowing on the other side in spots just as a visual cue that things are about to get really really bad, so I guess a dark grey to make such an effect stand out. Granted the only people who would get to see that effect would be those running deadly reentry, but I'm sure it's something to consider.