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Read have Read
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Sr. Spacecraft Engineer
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Read have Read replied to ferram4's topic in KSP1 Mod Releases
Thank you for an official 1.3.1 release, I still use it and I appreciate that you didn't decide to skip it.- 14,073 replies
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- aerodynamics
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I'm still using 1.3.1, and for anyone else who is, I made a MM patch to change the part colours with Firespitter's TextureSwitch2. I can't get the wheels to work, as they seem to use different meshs instead of just textures. The half sized platform cap spams the debug log with "Updating Untilted Space Craft" and can't be selected again however my patch doesn't touch it.... so, odd behaviour, I recommend not using it in 1.3.1. Firespitter has the option of allowing you to repaint while in EVA, so I turned that on for fun.
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The G1 Mini Service Command, which has one seat, is configured with "CrewCapacity = 2". This results in a bit of a clown car situation.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Read have Read replied to Nils277's topic in KSP1 Mod Releases
You might also want to try the Bison parts from the Heisenberg Airship mod, -
I am still using KSP 1.3.1 and MOLE 1.10.1. I found that with Connected Living Space the Mk1 Radial docking port, while described as allowing Kerbals to pass, was set to impassible when attached radially. So I made up a quick patch @PART[WBI_Mk1RadialDockingPort]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true } } In addition, I also found that FMRS did not recognize the 1.8m sized Titan Decoupler because it used WBIModuleDecouple, so I made a patch for that as well. @PART[*]:HAS[@MODULE[WBIModuleDecouple]]:NEEDS[StageRecovery] { MODULE { name = RecoveryIDModule } }
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Announcing "Kerboing Springs Inc."
Read have Read replied to Dr_Goddard's topic in KSP1 Mod Development
I remember back in dammed robotics there was a tweaked version of the Rotatron called a suspensatron that I found handy. Other than being outdated by using Dammed Robotics, it was also hosted on Spaceport. I think something similar would be a good starting point. http://www.reddit.com/r/KerbalSpaceProgram/comments/1bygkm/independent_suspension_for_roversvehicles/ -
[1.3] Kerbal Flight Data (Release 23, 2017-08-14)
Read have Read replied to DaMichel's topic in KSP1 Mod Releases
I am curious if the display will move with the Nav ball across the bottom of the screen using Enhanced Navball. Moving the navball is the only reason I want Enhanced Navball, but I don't want to give up my Flight Data! -
I think XanderTek is mis-spelled as XandetTek. I haven't played with HGR in a while, I love how well the whole Soy Juice package works, with the real chute and landertron, the new onion and the fairing and abort motor. Oh and the solar panels are really awesome and work suprisingly well for being non-suntracking.
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I think the shorter windows look better because they have that cap on top, evoking a wrap around look. I don't care much for the small inset windows as they are, they don't seem structurally required next to the much longer main windows and if there is to be a strut I hope it to be out of the way and put up high where the windows take a sharp diagonal. The white breakup pillar is a nice touch, but the notch taken out of the heat tile where the inset window is really strong and pulls the eye to it. It might be better if the lower left corner of the large triangle window could be cut like the side window next to it instead. You know what, pictures > words I may have gone overboard
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[1.0] CrossFeedEnabler v3.3 May 11
Read have Read replied to NathanKell's topic in KSP1 Mod Releases
I cannot get CrossFeedEnabler to work with the KSPX tanks, I have tried SuperNovy's MM configs, and I have accidentally written my own, and I have tried module = CrossFeedEnabler for the configs as well, but no flow.