

bs1110101
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Everything posted by bs1110101
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What do you do? Like how do you get points? Just survive or what?
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I built a plane and the wings came off, it flew better oddly enough. Mach 3 at treetop level!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
bs1110101 replied to Ven's topic in KSP1 Mod Development
Works now, thanks! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
bs1110101 replied to Ven's topic in KSP1 Mod Development
Paste into? Replacing everything or just adding to it, and if adding to it, where? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
bs1110101 replied to Ven's topic in KSP1 Mod Development
Tried it, didn't do anything. -
You know you overbuilt your rocket when...
bs1110101 replied to Deadpangod3's topic in KSP1 Discussion
When you have a mostly full stage, and bring it along for extra fuel, in RSS! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
bs1110101 replied to Ven's topic in KSP1 Mod Development
Does anyone know what's causing the turbojet texture glitch? -
Does anyone know what happened to the plugin that sorta did n body orbits and could timewarp with ion drives running? I lost all my mods to a reformat and i cant find it anymore, and i really need it with 6.4 scale kerbin and it's 40 minute long burn times for most nuclear ships and 2 hour+ burntimes for anything electrically propelled. Does that plugin still work, or was it killed by one of the updates and never patched, i really think that would be a shame.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
bs1110101 replied to Ven's topic in KSP1 Mod Development
Why are you redoing the aerospike? You already did it, and (at least i think) truncated aerospikes are ugly. -
Chaka Monkey - Closed Development Thread
bs1110101 replied to YANFRET's topic in KSP1 Mod Development
75% real scale... How exactly does that compare to 6.4 scale kerbin? And is real fuels used? How is it balanced, and can i use just the RSS config from this with .25 and only install the other stuff after it updates? -
Does anyone else keep switching back and forth between this and HGR not knowing witch to keep?
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Is that going to be a dragon? Looks way to small for that, if anything it should be a 3.125m part or something like that.
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KOSMOS 3/14/2015 RD-170 Family Released!
bs1110101 replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
What Soyuz goes the best with this? The HGR one looks the best scaling wise, but the textures look lame together. Didn't some really old version come with a Soyuz? -
I really like these, someone please make these with planet factory.
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Can we get a mk2 nose cone, ideally an openalble one that fits with the cargo bays.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
bs1110101 replied to Ven's topic in KSP1 Mod Development
I know the spaceplane+ parts have a shock cone, but can you throw this intake into the extra parts thing? -
I really like this mod, but the fw 190 cockpit is too short and the top is too wide, it needs to be longer, the top should be thinner, and maybe slightly shorter. Make the top thinner until the sides are at that angle. Second nitpick, i cant reverse thrust, making pusher aircraft impossible. No sound on turboprop.
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I've made textures for Procedural Parts based off this, because flat solid colors work well on huge rockets. Link! More screenshots are to come a bit later, with 6.4 scale kerbin, this one was only made because i remembered i had a Soyuz that was almost all Procedural Parts.
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I've now put jet engines on the p51 that comes with retro future, flies pretty well, but looks like a mig 9 that's been beaten with the ugly stick. I can kinda see the logic behind making a prop plane jet powered, but why would you ever want to do the reverse!? All it led to was this thing, which is technically an Aeris 3a with a v 12 engine, but just as much a huge engine with a small jet glued to the back.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
bs1110101 replied to Ven's topic in KSP1 Mod Development
Heatshields with hatches through them have been susessfully tested in both the VA and the Gemini B, both survived unmanned tests just fine. I say a heatshield, if added, should have a hatch like that, or just have it as a separate part in the extras folder. Speaking of heatshields, you know that gap around the edge of the Mk1 heatshield when it's put on a tank, or for that matter, anything that's not the exact decoupler it was planned for, there should be a fairing around tha little gap.