![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
bazz
Members-
Posts
114 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by bazz
-
[WIP BETA] Nasa IXS Warp-ship for Interstellar
bazz replied to Stevie_D's topic in KSP1 Mod Development
So very awesome I haven't got into interstellar but might have to give it another go when this comes out. Any plans for a cargo bay on this bad boy? -
Curse link is broken.
-
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
bazz replied to PolecatEZ's topic in KSP1 Mod Development
I hope you don't mind suggestions... Would it be possible to include an engine adapter to compliment the air intake bi-adapters? -
[1.6] Davon Throttle Control systems mod [v088]
bazz replied to PrivateFlip's topic in KSP1 Mod Releases
You only have one engine. If you had two or three around the COM you could use this mod to balance the thrust of each of these engines to get it going in a direction of travel of your choosing. -
[0.90] TweakScale - Rescale Everything! (v1.50 - 2014-12-24 10:40 UTC)
bazz replied to Biotronic's topic in KSP1 Mod Releases
Does this work with wings scaling the lift? -
[WIP] Habitat parts - Development download 0.1 available
bazz replied to blizzy78's topic in KSP1 Mod Development
You could make more like it and make a surface base making mod? Perhaps some walkways, and modules with different Purposes... E.g. Fuel dump, habitation, power plant, kethane mining or refining, comms array, science lab, rover bay, etc. -
Just tried out the rover / hab lander craft very cool man. Two slight problems, the cupola half of the craft explodes bits of itself everywhere leaving a Kerbal in the centre of the destruction when you EVA from it. As I found shortly after touching down on the Mun I LMAO though so in a way it could be considered a feature. That and the lights on the cupola don't work. Apart from that awesome.
-
I find It is usually better to have the doc port on top of a payload anyway. I assign undock to an action group so you can undock the payload and then lower with the ramp.
-
*cough* Do a manned cockpit too *cough* Looks awesome!
-
This was very helpful I was forgetting certain parts had torque wheels and I had RCS on when using MJ so I was nav ball chasing like a numpty!
-
[WIP] CrossOver Packs (Release 0.2) - B9 all the things!
bazz replied to PolecatEZ's topic in KSP1 Mod Development
Sweet! The FS parts look so much more bad a55! -
[WIP] CrossOver Packs (Release 0.2) - B9 all the things!
bazz replied to PolecatEZ's topic in KSP1 Mod Development
Great work looks awesome I will be downloading as soon as this is released. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
bazz replied to Porkjet's topic in KSP1 Mod Development
I agree with StEligius but I think you should both drop it or continue the conversation via IM -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
bazz replied to Porkjet's topic in KSP1 Mod Development
I have PM'd you the files, I think we should get back on topic now. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
bazz replied to Porkjet's topic in KSP1 Mod Development
Bah! Sorry didn't see your post. Yes mate but on my phone will host it tomorrow for you and pm a link I need to tweak the landing gear nodes a bit more but it works. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
bazz replied to Porkjet's topic in KSP1 Mod Development
I can probably sort that I will have a go on the weekend but the textures still won't match. I too would also love more fuselagey and aerospacish parts in your pack PJ. I may also have a go at scaling up your SPP pack so I can hoof bigger payloads up into orbit in style. I have done the same with the KSO taking it up to 1.2 rescale so 2.5 payloads fit with a little wiggle room. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
bazz replied to Porkjet's topic in KSP1 Mod Development
What kind of payloads are people building for mk2 cargo bay would love to see some examples for inspiration. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
bazz replied to DYJ's topic in KSP1 Mod Releases
Have you considered switching to a tweakables menu to change the parameters like Stretchy SRB? -
I think a petition post should be started. I cannot commend your work enough.
-
Are the airbags buoyant in water?
-
[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
bazz replied to swamp_ig's topic in KSP1 Mod Releases
Would it be possible to get other shapes rather than just cylinder and cone? If so I think many people would use that feature to build much more fluid craft shapes. A few examples off the top of my head... Cone with the point of cone offset (think raised tail piece but it would be useful for loads of stuff), Mk2/mk3 fuselage cross section shape, firespitter hull shapes, D shape cross section (with curve of D facing down) would also be lush but I guess you would also need an adapter to make it useful. Oh and maybe b9 fuselage cross section shapes too?