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bazz
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Spacecraft Engineer
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This looks really cool hope progress with this goes well as this would be a welcome addition at my KSC.
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[WIP] GoingUnderground - Subterranean Habitats Mod
bazz replied to steedcrugeon's topic in KSP1 Mod Development
Just wanted to say wow cool mod will be watching this one. -
Spacemouse's Cars and maybe other things dev thread.
bazz replied to SpaceMouse's topic in KSP1 Mod Development
I dig this and like the idea of boat parts as well. Your parts fit well with stock too, a vtol engine section would be cool. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
bazz replied to Angelo Kerman's topic in KSP1 Mod Releases
Hi Angel-125 Thanks for your awesome mod been using it for a while now. Just tried the 1.2 pre version and I have an issue. I have tried completley deleting community resource tools and wildblue folders and reinstalled. I am going to try a clean KSP install however I thought you might want to see this... 0% resources on scanner after performing orbital survey Error in console is as follows... MapView.get_mapisEnabled Exception: missingmethodexception: method not found Mods I am using... -USI Konstruction -KerbalReusabilityExpansion -Hyperedit -KIS/KAS -Tweakscale -Pathfinder (All latest 1.2 pre versions) I am guessing one of these is not playing nice. Also I have just noticed the science lab cannot be stored in KIS containers all the other PF parts can be stored just not the science lab.- 3,523 replies
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KSP Interstellar Extended Continued Development Thread
bazz replied to FreeThinker's topic in KSP1 Mod Development
I am not sure if this is a bug or something I am doing wrong (1.2 Pre). I have built a simple ship with a vista engine, nuclear reactor, and thermal electric generator, used the thermal helper to make sure it has enough radiators, added the computer asas thingy as that looked important. When I launch the craft whatever I do all the electric charge drains from the ship and when I click on the reactor control window button the window pops up but it is blank with no controls. The engine works but only produces a 70kn on a touch of throttle, any more throttle and it cuts out. I am reading through the guides for this mod but I can't find anything to do with a blank reactor control window or why the reactors wont start. -
Maybe try to recreate this bug with a bone stock install? It may be a KSP bug which you can report for Squad to fix.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
bazz replied to Nils277's topic in KSP1 Mod Releases
Just tried this mod out in 1.1 when i put the little big foot landing legs or wheels down the craft flies into the air and explosions occur as a result. -
StarrTech Aerospace Long-Range ships
bazz replied to LordOfMinecraft99's topic in KSP1 Mod Development
It would be cool to have a group of hull parts for use with your planned command pods with a focus on logistics. -
There are already hull sections that conform to the cavity a crew compartment variant could easily be created to link the main command pod to the bridge and can also be used to create flat floors. A fuel tank variant would be cool too.
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A command pod come access ramp would be cool.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
bazz replied to Angelo Kerman's topic in KSP1 Mod Development
I have tried that but it flings the whole lot into the air regardless of warp and attach status. The slabs also explode when not attached with the tinyest nudge from a Kerbal. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
bazz replied to Angelo Kerman's topic in KSP1 Mod Development
I am finding that the new 3.75m experimental muncrete slabs are suffering from the bounce on load bug. I built a large base on a 5x15 muncrete patio. When I flew in with some more supplies the hole thing kicked like a wave flinging the entire base and a couple of kerbals on the patio about 500m into the air and exploding a few of the slabs. I am using Kerbal Joint Reinforcement if that helps. -
Awesome thanks for the reply!
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Nice will there be a rear ramp / cargo bay?