Free Trader Beowulf
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Everything posted by Free Trader Beowulf
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Looking for a "Big old munrover with 2 scouts"
Free Trader Beowulf replied to Leveller's topic in KSP1 Discussion
Sounds like MOLAB: http://forum.kerbalspaceprogram.com/threads/24775-0-19-1-MOLAB-Heavy-Manned-Munar-Rover -
[Showcase] show of your space pictures!!
Free Trader Beowulf replied to panzerknoef's topic in The Lounge
Some very nice pictures in this thread.Here are a couple I took - I don't use a telescope just a DSLR with a telephoto lens. So here's my attempt at the transit of venus and a shot of the moon during a lunar eclipse -
http://suzymchale.com/ruspace/soyescape.html the crew ride to orbit in the descent module, so the escape system has to lift both the orbital module and the descent module. The service module is dead weight in an emergency so it's left behind.
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I've suddenly encountered the same gear wobbling problem, but it's odd, designs that worked fine yesterday have been destroying themselves half way down the runway today. The designs I have that use stock landing gear are fine, but the ones that use B9 landing gear have suddenly decided to fail. I have upgraded a few mods to the latest version today (Firespitter, KAS, scansat and selected components from AIES), so I wonder if that's had an affect. I guess I'll try the joint reinforcement mod, see if that helps.
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Kosmos has more powerful thrusters too, although they're a bit of an odd shape.
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I use the latest version too - works ok for me, but I have to be a bit careful about how many other mods I load. YMMV I guess.
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ISA Mapsat seems to be working ok
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Show off your awesome KSP pictures!
Free Trader Beowulf replied to NuclearWarfare's topic in KSP Fan Works
Found a rock. Sweet. -
Looking for an nuclear power add on
Free Trader Beowulf replied to Fail-o-matic's topic in KSP1 Mods Discussions
Might be Gaby's Miscellania: http://forum.kerbalspaceprogram.com/threads/5316-0-20-2-Gaby-s-Quick-And-Dirty-Miscellania-v1-3?highlight=gaby -
[0.22] ISA MapSat 4.0 Dev Build
Free Trader Beowulf replied to Innsewerants's topic in KSP1 Mod Releases
Tried ripping everything out again and reinstalling without the maps I'd created previously. and now it works. Oh well. -
[0.22] ISA MapSat 4.0 Dev Build
Free Trader Beowulf replied to Innsewerants's topic in KSP1 Mod Releases
Hurm - installed the new build and now the icon isn't showing up at all, which is distressing. I copied the build into the GameData subfolder and told it to overwrite everything it needed to. Any known problems that might cause that? -
[0.22] ISA MapSat 4.0 Dev Build
Free Trader Beowulf replied to Innsewerants's topic in KSP1 Mod Releases
Really good to see a new build. -
I use them, but I do use MechJeb to run the burns for me while I go off and do more interesting things. Without MechJeb it would be very tedious.
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How many Kerbals do you have in need of rescuing?
Free Trader Beowulf replied to Fenris's topic in KSP1 Discussion
None at the moment, but I'm very methodical, Kerbals only get sent once the ships are thoroughly tested and emergency plans are in place. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Free Trader Beowulf replied to damny's topic in KSP1 Mod Development
Download worked for me ten minutes ago -
Cool - personally I'd like to see it with three or more seats, two is a little limiting.
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Free Trader Beowulf replied to alexustas's topic in KSP1 Mod Development
The new colour changing light looks great. I wish it'd been around when I was building my LKO station - having coloured lights to highlight the docking rings and generally orient incoming craft would be useful. -
Looking really nice. I wasn't in the market for a new lander capsule, but maybe I'll use this for the heavy lander my deep space fleet is going to need. Will it definitely be four seats now?
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Free Trader Beowulf replied to damny's topic in KSP1 Mod Development
Out - standing! Yes, you are definitely on the right track. Multiple scanner types, multiple vessels active, that's all good. I especially like the slope scanner - the first thing I do when trying to find a new LZ is look at the slope map on kerbalmaps.com for a flat area. It will be great to be able to do that in-game. I take it you are detecting anomolies, not just looking them up from a static list? So new anomolies will be detected without a patch? Can we get a table/list of detected anomalies? That would be excellent, even if it's only from a text file in the data directory. Also - how about a small non-scanning part that allows a vessel to open the map window and show up on the maps - like a GPS/beacon type part. Going to download and have a play. Damn, I'm going to have to send out a new fleet of science recon probes and my old network's not built yet :-) -
Got to be Yeager. Yeager was... special.
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Hi alexustus - I know you're interested to see what people are doing with your parts, so I've posted a mini mission report about a portable landing pad kit that I built using the deployable light globe and the stack light. It's at http://forum.kerbalspaceprogram.com/threads/52598-Field-testing-a-landing-pad-kit?p=694770#post694770