

betaking
Members-
Posts
354 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by betaking
-
its best when things get like that, it means people aren't idiots. its worse when they get into discussing forum rules or stuff that has to do with "fanart" and other garbage...
-
yeah, having to place things like the fuel release ducts, the windows, ect (possibly life support equipment or a set of solar pannels or heck even batteries) would be cool too.
-
[0.20] RemoteTech: Relay Network – V 0.5.0.1
betaking replied to JDP's topic in KSP1 Mod Releases
wouldn't mind it if it could collapse in a fashion similar to mechjeb. it would make for much easier flights. Also: have you ever thought about having a sort of autopilot that would rely on something like prog-com, possibly using telemetry data gained through orbital satalites. -
I don't mean to beg, but what about something to tell my trim, for like aircraft or rockets, you can edit trim with alt + wasd, but they don't have anything on the navball that actually tells you where that is. in any case, thank you, this is really helpful.
-
DROMOMAN - modular arm parts for Infernal Robotics
betaking replied to nothke's topic in KSP1 Mod Releases
noice!... (if only I used dammned robotics) -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
betaking replied to yongedevil's topic in KSP1 Mod Releases
it would be very very interesting if youngedevil were to make contact with those behind AMPYEAR... as it would mean that electricity management and life suppor could be combined into a single sort of overarching mod that would overall be realistic and aesthetically pleasing. -
I wouldn't mind some stockalike radial lights. that's it really.. I mean other than that it would be nice for some of these parts to have like gameplay functions. but I understand if that' isn't possible. It would be cool though for iconocross or amp year to have something like these parts for their various functions. May I also Advise utilizing some of sumghai's fuzetech expansion parts if you're actually going to build station modules/buildings. Or some form of stock-like package. However I know I am not your boss
-
I just want randomized planets, at different scales and different densities. it would be so cool to have probes unexpectedly die due to climate.
-
Could you please use module manager? it would make this so much better to use.
-
TT's Mod Releases - Development suspended till further notice
betaking replied to TouhouTorpedo's topic in KSP1 Mod Releases
Well, its odd, but like the stock wheels I can send signals to move forward or make a turn of X degrees over Y distance, I can't seem to do that with some of the modular multiwheels parts. I don't know why. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
betaking replied to DYJ's topic in KSP1 Mod Releases
it could be done by having a base class that has the basic things needed for a part that is proceedural. then individual parts could be derrived from that class -
LLL - Lack Luster Labs - Development Thread
betaking replied to Lack's topic in KSP1 Mod Development
are you going to ever make IVA's I apologise in advance if this has already been answered. -
TT's Mod Releases - Development suspended till further notice
betaking replied to TouhouTorpedo's topic in KSP1 Mod Releases
could you make a remote-tech compatible CFG? I'm just curious, because like remote-tech is treating your parts different. -
[KSP 0.20.2]Sparton Space Program Pack[W.I.P.]
betaking replied to sparton646's topic in KSP1 Mod Development
not you, I meant the OP. sorry I might have replied to your post by mistake. -
[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
betaking replied to l00's topic in KSP1 Mod Releases
to be honest I think like amp-year should be combined with something like this. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
betaking replied to ferram4's topic in KSP1 Mod Releases
hello Ferram4, Have you ever considered doing something along the lines of having deadly re-entry or G-forces? I apologize in advance if you've answered this before, but I see these things as closely related.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[KSP 0.20.2]Sparton Space Program Pack[W.I.P.]
betaking replied to sparton646's topic in KSP1 Mod Development
put up some screenshots. -
[WIP v0.1] Wet Workshops - Live inside your fuel tanksâ„¢
betaking replied to NovaSilisko's topic in KSP1 Mod Development
sorry, but I think its termonology -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
betaking replied to DYJ's topic in KSP1 Mod Releases
yeah, fairings and stuff would be awsome to have proceedural. just like a cylinder who's radius at either end can be set by the player. if you set one end to 0 it becomes a cone. it would make farrings a lot more easy to build. -
[WIP v0.1] Wet Workshops - Live inside your fuel tanksâ„¢
betaking replied to NovaSilisko's topic in KSP1 Mod Development
I guess I might have said that, but I was fairly certain that the term "dry workshop" also applied to purpose built space station modules that never contained fuel.. they did use TKS-derrived components for a great number of the russian parts, but I'm not sure that exactly qualifies as a rockets so much as a general "spacecraft" -
[WIP v0.1] Wet Workshops - Live inside your fuel tanksâ„¢
betaking replied to NovaSilisko's topic in KSP1 Mod Development
bravo nova! love that you have setbacks to balance it out. -
[WIP v0.1] Wet Workshops - Live inside your fuel tanksâ„¢
betaking replied to NovaSilisko's topic in KSP1 Mod Development
a wet workshop is really just another space station module, so it can be used for whatever. its opposed to a "dry workshop" which is what skylab was, -
are you planning on IVA or interiors for these craft? I'm just curious.