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MR4Y
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Everything posted by MR4Y
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You all seem to forget one small thing. There's no guarantee that any of these will be implemented in the next version or on any version for that matter. Or should we go back about the hype of resources?
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That's not true. So far, DEADB33F is not interested in updating any of his mods at all. More than one people tried to contact him through various ways and he essentialy told all of them to leave him alone.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MR4Y replied to ferram4's topic in KSP1 Mod Releases
I made a SpaceShipOne replica along with it's lifter aircraft, called White Knight. the SpaceShipOne was the first space plane made by a company not affiliated with the government, like NASA. Here it is, attached to the White Knight plane, which was used by NASA to carry some payloads to higher altitudes for testing, including some of their X-Planes. And here's is my SpaceShipOne + White Knight:- 14,073 replies
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The only thing I hope is that this is not the only update 0.21 will receive.
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How to solve this escaping orbiting?
MR4Y replied to InF3RNo's topic in KSP1 Gameplay Questions and Tutorials
I would burn radially. Then you decide if you want to orbit the Mun or return to Kerbin. -
Can these be tweaked to work with FAR?
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Could you perhaps make real time readouts for science parts too?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MR4Y replied to ferram4's topic in KSP1 Mod Releases
I can never land my planes, but all of them take off at more than 100 m/s. Some even break the sound barrier before leaving the runway, like my SpaceShipOne + White Knight build. For me all builds with the CoL behind the CoM work well. Even if the CoL is way behind the CoM.- 14,073 replies
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The fact that you have to resort on mods that have hig odds of introducing a plethora of bugs even not related to the mod at all just to have simple features that should have been implanted in the first place. No, I'm not taking about Mechjeb. I'm talking about things like Maneuver Node Improvement, Kerbal Alarm Clock, Kerbal Crew Manifest, Graphotron....Things like that.
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I'm glad it has this option. I was considering assembling the ship by parts, bringing them on the water and assembling it there. Maybe using boats made with Friespitter's pontoons or something.
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I had this pack for about two weeks now and I ask: How you put those things on the water without using HyperEdit or some similar tool?
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[Brasil] Para Juntar a Galera do Brasil, de novo, força galera!
MR4Y replied to Climberfx's topic in Portuguese (Português)
Ele tem um Mac...Se eu não estiver errado. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
MR4Y replied to DYJ's topic in KSP1 Mod Releases
Again, holding right click to disable snap doesn't work for me. It always snaps to the tip. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MR4Y replied to ferram4's topic in KSP1 Mod Releases
DYJ's Procedural Wings.- 14,073 replies
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Not really. Ferram stated that he doesn't like the way that the stock aeodynamics favor larger and shorter rockets. If you look at real life rockets, they are all tall and streamlined.
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[Brasil] Para Juntar a Galera do Brasil, de novo, força galera!
MR4Y replied to Climberfx's topic in Portuguese (Português)
Mais aviões! MFD Flying Squirrel: ORCA (Orbital Rendezvous and Carrier Aircraft) Mk VI: Phoenix Alpha: E finalmente: White Knight + SpaceShipOne: SpaceShipOne: