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Everything posted by Virtualgenius
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Virtualgenius replied to Normak's topic in KSP1 Mod Releases
I vouch for the active texture compression it works very well -
You need Bobcats soviet pack
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Component Space Shuttle V 5.0.1 (July 14, 2013)
Virtualgenius replied to Cepheus's topic in KSP1 Mod Releases
Any further progress on this or gone to the to hard basket -
That Black Arrow Mod needs some serious love I have no modelling experience so cant fix it I fixed the fuel issue and can get it into orbit but its unstable the engine graphics needs fixing and one of the fairing attachment nodes needs to be added its a great example of British and Australian rocketry would be nice if someone could pick it up being an Aussie I have some interest
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International construction ISS in Kerbal orbit.
Virtualgenius replied to BobCat's topic in KSP1 Mod Development
Thats awesome your going to redo the ISS it seriously needs some love, would you consider releasing the new parts as you do them or would prefer to release in a pack. I have a problem with mine whenever I approach with another ship parts just start letting go and it basically self destructs -
BobCat Ind. - Colonization, exploring and research vehicle
Virtualgenius replied to BobCat's topic in KSP1 Mod Development
That habitat or science module looks very cool i hope Bobcat makes that -
[0.22.X] BobCat ind. Historical spacecraft thread
Virtualgenius replied to BobCat's topic in KSP1 Mod Releases
Assemble what craft ? -
BobCat Ind. - Colonization, exploring and research vehicle
Virtualgenius replied to BobCat's topic in KSP1 Mod Development
Now that is very cool -
Name KSP's currency (or at least suggest it)!
Virtualgenius replied to SkyHook's topic in KSP1 Discussion
What about kersos -
Isnt KSP 64% and not 1:1 I dont get why people want 1:1 ratio when the game is scaled down, you could always ask the devs to write a a seperate 1:1 version of the game I am sure you will get a satifactory response from them
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I just get excited about apollo I grew up in that age and if anyone could do justice to a skylab mod it would be Frizzank the Fasa pack is fantastic
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SKYLAB please please please !!!!!
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[WIP] Space Launch System (SLS) and ORION (MPCV)
Virtualgenius replied to Stevincent's topic in KSP1 Mod Development
Its very quiet in here -
Hi since your publishing stuff any chance we can have that habitat module on the front page, also I was wondering if you would consider making some radial engines to enhance your lander the closest i can get is Yogi's that look half decent here is a pic Mods Used Aset Alcor / Stackinline lights AEIS decoupler and RTG power B9 struts Fasa Tanks / Landing gear Laztek Space X docking ring (docks with the dragon capsule and is carried into space by space X heavy) Kommit nucleonics tordial fuel tank Klockhead Martian mount points and oms engines and bottom tank Kw pancake tank internal not visible Kosmos fuel lines and lights Talisar small structural beam not visible Surface mounted lights for the landing spots RLA stockalike for the small rcs jets
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Surely you guys are in contact with Unity over a stable 64bit base rather than some noname Joe Average poking around a forum trying to gleen some insight into what Unity is doing, surely they have a vested interest in seeing KSP achieve success and would be providing updates to you or is it the opposite.
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I am having an issue with modulemanager 1.5.6 its destroying my soyuz rockets in orbit if you switch back to the space centre and then back to the ship in orbit it destroys itself its also producing flames and RCS in the VAB I am using it to apply mechjeb I have been having this weird bug for a while so I did a minimal install the only DLL's present are MechJeb2.dll build 168 LandingEngine.dll Bobcat Soviet Pack Cleverbobcat.dll latest version ModuleManager 1.5.6 Any help greatly appreciated By removing MM ship in orbit no longer explodes
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I would like to see more information or progress reports on this, as having to cull mods or sift through parts is becoming a labor of love for the game just to get under the memory cap, and thats with using rbrays memory reduction mod. I hope a stable unity base comes soon
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International construction ISS in Kerbal orbit.
Virtualgenius replied to BobCat's topic in KSP1 Mod Development
I am finding the japanese module just breaks off and floats away is there anyway I can modify the cfg file to give it a stronger connection -
Is there someway to lobby Unity to pull there finger out of there A$%E Microsoft is dropping support for XP, Window 8.1 is steaming ahead and Windows 7 64 has a decent representation out in the world wouldnt you think that Unity should have been a head of the game knowing that 32 bit OS is on the way out and have something stable and useable in place I love this gane but the 3.5gb limit is becoming a bit of a problem with the fantastic mods that are out now
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[0.22.X] BobCat ind. Historical spacecraft thread
Virtualgenius replied to BobCat's topic in KSP1 Mod Releases
They changed the anim switch in .23 and it broke lots of mods thats why doors arnt open on some mods anymore in the vab or stuff isnt folded up here is a link to a forum thread http://forum.kerbalspaceprogram.com/threads/59106-Anim-Switch?p=809129&viewfull=1#post809129 -
Will the csm and capsule be shiny this guy made a plugin maybe you could use it if you dont have your own. http://forum.kerbalspaceprogram.com/threads/37383-0-21-x-ReflectiveShader-Plugin-%28Version-1-2%29 That lunar module is awesome go Apollo This guy has done some very nice F1 engines http://forum.kerbalspaceprogram.com/threads/47892-0-21-X-Rocketdyne-F-1-Liquid-Engine-(Saturn-V-main-engines)-UPDATED-v1-2 like you said good parts scattered all over and nothing together
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Component Space Shuttle V 5.0.1 (July 14, 2013)
Virtualgenius replied to Cepheus's topic in KSP1 Mod Releases
What about asking for Volunteers to help you out make it a community project its more likely to get finished, there are some really great modders on here and I have never seen a forum community so happy to help other members out when they are stuck. You could list the parts you need done supply any current source files and stitch the finished product all together. I think this would be the quickest and fastest way to complete it also an alpha release will give you a heads up of what needs to be addressed you will have a plethora of volunteers. -
Frizzank I think your the MAN for SKYLAB there is not one decent representaion of it anywhere in KSP and if your doing the Apollo stuff you could have the whole package as you would have the booster to lift it PLEASE PLEASE PLEASE
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We have more than enough Russian stuff between Bobcat and MrtheBull its covered but saying that i would like some of there probes