Railgunner2160
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Everything posted by Railgunner2160
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Been playing around with the Tracks, Very Nice! Though I do have a bit of trouble with my miner not wanting to go in a straight line, But I've got a great turning system!! Some Deadly Robotics rotatrons and motorized hinges and I have a maneuverable and terrain variable miner. Also handy for getting it set down on some landing legs when I want it to stay put, just raise the treads off the ground and let the legs do the rest! Though if it would be possible for some more fixed sets like the BIG tracks would be nice, that or at least a version that has some nodes I can use to snap them in place so I can make them a little more uniform. I think the reason it's pulling to the side is that they're ever so slightly out of alignment..... Overall An Excellent First Release!!!!
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[0.22] Extraplanetary Launchpads Legacy Thread
Railgunner2160 replied to skykooler's topic in KSP1 Mod Releases
Also is the compatible with the new version of Kethane(0.5)??? -
Here's my series of interplanetary Explorer ships, still working out the bugs though: [WARNING Image Heavy] This is the Faal-Corum, It unfortunately met with a rather tragic end when only one of it's 2 Sabre M's ignited and pulled it apart(It was built in sections...) This is the Kuun-Lan, the Faal-Corum's successor. Please Note that I actually launched it from the Ground, No cheats, Just some parts from the KW Rocketry pack, plus some NP struts!!! And this is a creative solution to forgetting to put kerbals in the habitat pod before sending to the Mun, I shuttled it to the Kuun-Lan...... And Finally the Third Explorer class revision, The Clee-San, I revised it to solve some problems I encountered in the Kuun-Lan's Design, namely it taking to long with only 1 240KT Fatman. I would've preferred to use a Sabre M but It won't stack with a decoupler+Launch stage, so that excluded it from being used as the center engine.... [Again launched with no Cheats]
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Railgunner2160 replied to yongedevil's topic in KSP1 Mod Releases
Do you use the B9 pack??? -
[1.1.3] Large Structural Components [24th August 2016]
Railgunner2160 replied to udk_lethal_d0se's topic in KSP1 Mod Releases
IIRC the design of skylab was actually quite sound, It was problems with the launch that caused the damage the nearly crippled Skylab..... The one main solar panel was caught by debris from the micrometeoroid shield/sun shade that essentially welded itself over the panel during takeoff, the other was destroyed, and the micrometeoroid shield/sun shade was lost as well...... Also had the shuttle been ready in time it was planned that Skylab would've been saved and reactivated, repaired, and even expanded. I would've taken that as a sign of the stations merits, even in it's damaged state....... -
[1.1.3] Large Structural Components [24th August 2016]
Railgunner2160 replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Are you sure about those batteries?? I have KW Rocketry, and there are no similar parts to those in it... Could they be from the Ion+Hybrid Engine Pack?? -
[1.1.3] Large Structural Components [24th August 2016]
Railgunner2160 replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Nice, what solar panels are those, and those bits of the front of the struts??? -
Thought I'd bring this up since it seems odd, But I've been using the s2 Wide body with the 2x2m ports on it and the s2 2m adapter to make up an engine section for a spacecraft. However I set it up, no matter which engines I use, the 2 engines on the wide adapter overheat well before the one in the middle s2 2m adapter does... Bug or something else???
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Railgunner2160 replied to yongedevil's topic in KSP1 Mod Releases
Mods like Kethane, KAS, Firespitter, and B9 aerospace are working, not sure why this isn't though... I did hear something over in the B9 thread that something about one of the plugins it comes with isn't playing nice with the ModuleManager plugin...... -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Railgunner2160 replied to yongedevil's topic in KSP1 Mod Releases
Could use a little help, I've installed the mod according to the instruction on the front page, and the parts show up and I can use them, however the capsules do not show any of the menus or use the life support either... Any ideas??? -
I should maybe clarify, The Sabre S works just fine but for some reason the M refuses to work. I do use FAR, and I've got TV aerospace installed, also am using mechjeb, Ioncross life support, Ampyear power management, KW rocketry, various other small part mods... I personally don't see why the Sabre M isn't working, any ideas?? I've tried stack mounts, pylon mounting, even building the engine and just slapping a probe to the side with some fuel and a battery......
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Watch the movie about fairings in the first post, You'll see that you must build in this order (Base, NOSE, Walls)!!!
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Still might be a glitch, but it's always good to be armed to the teeth with knowledge!! Try the fuel lines or the placement, if it still doesn't work, then you might need more experienced help, I only really started dabbling with it just before .20 came out. I haven't played KSP since while waiting for the KAS mod to be updated.......