

skykooler
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[WIP] Radioactivity - test release 0.1.1 (Sept 7, 2016)
skykooler replied to Nertea's topic in KSP1 Mod Development
So, this would create a reason to make long spindly ships - move the radiation source far enough away, and the inverse square law is the best shielding! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
skykooler replied to pingopete's topic in KSP1 Mod Development
Keep in mind that the high-res pictures of Uranus were taken at the solstice, and may not be representative of it most of the time: viewed from Hubble 20 years later, it has cloud bands and looks more blue: -
The physics engine should handle it just fine. However, kerbals probably won't be able to walk on it.
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Great work as always! ...Wait. The LV-1 was a turbopump-driven engine? Who is making these miniature turbopumps??
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I don't know about 1.1 - I didn't buy the game through Steam, so I can't update it until the full release is out.
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
skykooler replied to BahamutoD's topic in KSP1 Mod Releases
@BahamutoD Perhaps the code from Extraplanetary Launchpads might be able to help with the launch clamp issue? -
[1.12.x] Docking Sounds!! v2.1.13 (1/30/2023)
skykooler replied to tg626's topic in KSP1 Mod Releases
I also am really hoping for this to be brought back, it just adds so much to make docking really sound solid.- 137 replies
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
skykooler replied to pingopete's topic in KSP1 Mod Development
and, failing that, for 1.1 to come out and bring 64-bit to everyone.