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Everything posted by lyndonguitar
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DROMOMAN - modular arm parts for Infernal Robotics
lyndonguitar replied to nothke's topic in KSP1 Mod Releases
okay thanks proot -
Maybe you can add minor damage which you can repair with EVAs, so we can actually make unschedule repairs like what happens real life missions.. You have to make it very rare though, so you wouldn't have to repair every second or so
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+ [Part] [1.6] Davon supply mod v025
lyndonguitar replied to PrivateFlip's topic in KSP1 Mod Releases
This will be helpful, I will edit it to support tac life for delivery of food and stuff -
Chaka Monkey - Closed Development Thread
lyndonguitar replied to YANFRET's topic in KSP1 Mod Development
I didn't read anything about an additional parts pack for the NASA pack, as I know it will only add a mission pack no parts included., And If it will somehow indeed add new parts, I don't see him changing priorities.. this is more like a combination of Constellation, SLS, SpaceX, and his own ideas. -
[0.90] Kerbin Shuttle Orbiter System v4.13
lyndonguitar replied to helldiver's topic in KSP1 Mod Releases
I hope you make a "alternative" cockpit version where we can use the same cockpit and it's IVA but instead of using a prebuilt craft, we can design the general appearance(more flexibility) and combine it with other parts like stock or B9 -
I've been using both for some time now and I noticed that most of the time, When I try to use protractor or at least the kerbal alarm clock launch window planner, and then Launch on that specified window, using the "transfer to other planets" does not seem to work together with it. It tells me to wait like xxx more days(ranging from a few days to even a year), even when protractor already says it's time to launch. it's like mechjeb computes for it's own launch windows. It's not a problem though because I could just follow either of the two but has anyone had the same experience as me when trying to use both?
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
lyndonguitar replied to sarbian's topic in KSP1 Mod Development
Another effects i want to see in the game is SRBs separating with flames still on them like the picture below.. but i guess it can be solved by activating the stage prematurely when the tank is near empty though -
HotRockets! Particle FX Replacement + Tutorial
lyndonguitar replied to Nazari1382's topic in KSP1 Mod Development
have you gotten around to finishing the KW configs? on that config you shared some of the flame effects on the engines are too far from the nozzle.. I tried fixing it myself but I really can't do it, fxoffset and localoffset doesn't seem to do anything -
I'm excited for flex rack and this
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
lyndonguitar replied to sarbian's topic in KSP1 Mod Development
yey im waiting for this I would love to use this now but I mostly use engines and tanks from KW rocketry -
Chaka Monkey - Closed Development Thread
lyndonguitar replied to YANFRET's topic in KSP1 Mod Development
I hope someday I will be able to use these gems for my adventures -
KOrion Capsule -- First Mesh Developed for Mod Work
lyndonguitar replied to Avindair's topic in KSP1 Mod Development
Nice job.. Looks very detailed, I hope it will not take up alot of memory -
Enneract Space Industries ~ MM Compatibility Patches and Tweaks
lyndonguitar replied to enneract's topic in KSP1 Mod Releases
I was talking about the B9 fix you had. I can't download it, still can't, other links seemed work I did my own fix anyway. thanks -
Enneract Space Industries ~ MM Compatibility Patches and Tweaks
lyndonguitar replied to enneract's topic in KSP1 Mod Releases
Hmm I can't seem to download the b9 pack -
I use mechjeb most of the time, the fun in KSP for me is having to build your own designs (and seeing them work and travel places!), modding things by myself, making space stations, designing efficient vehicles, mining things(kethane), travelling the whole system, and etc, etc. I mostly roleplay my space program as an earth-based company(so I play with realism mods like real solar system, remotetech, FAR, lifesupport, etc), I also pretend that the kerbals are really human astronauts. while I can absolutely play KSP without mechjeb, when you have launched and controlled like a thousand rockets and spacecrafts already the novelty eventually wears off, and you will really need an autopilot mod to keep things interesting. IRL, they use autopilot most of the time, no point in using pure pilot skills when a computer can do it flawlessly most of the time. even airline pilots use autopilot most of the flight, they only take charge during takeoff and landing or emergencies
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Best Way Into Non-Atmospheric Orbit?
lyndonguitar replied to Right's topic in KSP1 Gameplay Questions and Tutorials
In my experience it's generally the same. I do complete horizontal then circularize but most of the time I get lazy and don't change the mechjeb ascend options, and I don't see any big difference -
DROMOMAN - modular arm parts for Infernal Robotics
lyndonguitar replied to nothke's topic in KSP1 Mod Releases
So this is not compatible with texture compressor mod? -
What do you think would be outside the universe?
lyndonguitar replied to Souper's topic in Science & Spaceflight
empty space impassable by normal means(maybe with black holes and wormholes only), it is the space between other universes, all in all forming a multiverse. now what would be outside this multiverse? well maybe another empty space and all in all forms a multi multi verse... If anything this whole everything is defined by inceptions.. just look at the moon, orbiting, earth, then it orbits the sun, then the galactic center, then the local group, etc, etc. orbit-ception. What if atoms are in fact a universe? and the atoms in that universe are another universe? and in that universe where that first atoms I said are located is just on one atom on a bigger universe... atomverseception... *mind explodes* look at this answer from yahoo answers http://answers.yahoo.com/question/index?qid=20130406195806AAgrNOm -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
lyndonguitar replied to TaranisElsu's topic in KSP1 Mod Releases
If you want some food recycler you should take alook at the BioMass mod, it is compatible with this -
Protractor - Rendezvous Plugin - Under New Management!
lyndonguitar replied to mrenigma03's topic in KSP1 Mod Releases
Will it work with edited orbits like on planet factories, real solar systems and such? -
Draco has it's own thrusters? like Dragon Capsule?
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Chaka Monkey - Closed Development Thread
lyndonguitar replied to YANFRET's topic in KSP1 Mod Development
Where these parts from? I like these landers EDIT: Okay they are from other mods but he re-textured them which is why they seem new to me.. These are so great I can't wait to use them. I hope it has support for TAC Life Support -
HotRockets! Particle FX Replacement + Tutorial
lyndonguitar replied to Nazari1382's topic in KSP1 Mod Development
if anyone has MM configs for B9 and KW and possibly other mods please share!