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zakkpaz

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    Spacecraft Engineer

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  1. @EStreetRockets Are you planning on adding the recoverable engine pod thing from that one SDHLV concept Martin Marietta did?
  2. Where does the new Atlas F antenna go? I’m having trouble finding any pictures of it on the IRL rocket.
  3. Ok so, from what I can tell this mod still works fine with the newest version of CTT. just thought you guys might like to know
  4. @Rodger I found the problem, for some reason deleting the the E-1 caused the Titan III upgrades to disappear also possibly the third kick stage upgrade I can't remember if that was missing or not, the fourth Atlas upgrade never had a problem it always showed up, so I have no Idea what's going on.
  5. Here you go https://drive.google.com/file/d/1FwYslJ-uZIT1h9vqggswB4d_FiDaAJMv/view?usp=drive_link I've had something like this happen before, it was because I had deleted to .mu file used for the icon, but even with everything still in the Titan folder the upgrades are still missing from the tech tree.
  6. @Rodger I've got a bug report that I think might me related to the parts mergers. I'm pretty sure it's not a problem on my end, the tech tree upgrades for the Titan III tanks, Transtage upgrade and engines are missing. I keep getting the "NullReferenceException: Object reference not set to an instance of an object" error. Sorry I can't be more specific.
  7. Who was it that did the IVA's for Skylab and the LEM? Their work is amazing and ever since FreeIVA came out I've been hoping for more from them.
  8. Would you guys be willing to turn the Surveyor Orbiter High Gain Antenna into a relay antenna? There's not much to do with the Orbiter and having them be communications satellites makes sense as an althistory cheap reuse of existing technology type deal. Normally I'd just patch it myself but it seems like a good candidate for the part merges you've been doing and I'm not sure how that affects things.
  9. Updated to v1.2 - Increased Titan IV pad size limit to fit MLP Modular Launch Pads tower - Added new airfield, Kerbminsky NAS - Began reducing the number of names beginning with K(Renamed Kermilab to Xenonne National Laboratory) - Made a Readme I still have one airbase i want to add, but i've run out of chicago adjacent references, I was hesitant to use Comiskey it seems to obvious. Anyone want to contribute a name? there's pun no to cringeworthy but I am trying to avoid any more with "Kerb" as a prefix.
  10. I’ve never used that mod before, can you describe the issue in detail?
  11. A KSC expansion and 25 new spacecenters, harbors, large airports, and small airstrips spread across JNSQ's Kerbin. It includes grounds stations helipads, and roverspawns making use of multiple asset packs to provide a more unique starting points and endings for all your missions. Screenshots Terrible MS Paint Map Download Link ==spacedock== Requirements/Dependencies JNSQ Kerbal Konstructs Kerbinside Remastered Omega's Stockalike Structures Tundra's Space Center Ordinary Konstruction Co. Install instructions To start just drop the mod folder, the dependencies and their dependencies in to the "gamedata" folder, then comes the important part. This mod started as me messing with the included JNSQ KK bases, while nothing is left from those bases, some of the new ones are very near or on top of the JNSQ ones, so it's best to delete the file "JNSQ/JNSQ_Configs/KK" Similarly Kerbinside includes its own bases which are not designed for JNSQ so delete "KerbinSideRemastered/Statics/ExampleBases" Known issues Instead of using the spawns built into Tundra’s pads I had to place invisible ones on top of them. This was the only way I could figure out to around a bug that keeps you from changing the color of the grass on active launch pads. They should work as normal, please report any issues. Theres a group of trees popping out of the KSC taxiway I can’t figure out how to get rid of. Z fighting with scorch marks on Tundra’s pads and the runway numbers on Kerbal Konstructs 4800m runway Not fully compatible with Blackracks Deferred, there are noticeable color differences between otherwise identical textures on Kerbal Konstructs buildings. A lot of the default camera angles suck and the setting I think should change them doesn’t do anything when the heading is altered. To-Do Find a better fix for launch pad color issue Add a airbase to the far north-west peninsula Make a part pruning guide Make icons for launch sites Fine tune ground stations where needed Add useable fuel tanks (Defiantly LF & OX, maybe Mono, LH2, & LCH4) Add CollectingSP's Delta IV pad to Vandenkerb if/when it’s released Figure out KK’s ILS and add it to runways Make GAP style contracts Might Do Figure out how to add a dry lake bed texture to Jebwards (can KK even do that?) Adjust terrain around Kermilab to allow landing from the north Add NavUtilities support Add Parallax compatibility (how does that even work) Redo K.S. Outpost 31 as a smaller airstrip
  12. @Damon I've made a number of bases using this mod and I wanted to post them for download. I don't really understand licensing agreements so I wanted to double check, as long as I don't include the actual mod files its fine to post the instances files of them made by kerbal Konstructs, right?
  13. I think I’ found a decent work around but I have a question. the bug only effects launch sites so if I just use the pads as statics and put an invisible spawn point on top of it, but I’m wondering if that would break the plume effects? EDIT: It seems to work fine.
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