Lurven
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Everything posted by Lurven
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Can someone please tell me how much ram KSP uses when running this mod (and essentials) Really want to try it, but I have very little ram for extra mods
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- launchsites
- bases
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totm june 2018 Work-in-Progress [WIP] Design Thread
Lurven replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
HOW DO YOU GUYS MANAGE TO DO THAT!?!? Epic stuff going on Only thing that could make me more happy now is craft-files:wink: Really nice Saturn V, btw there GusTurbo -
Really nice aircraft! Sucks that there are no better air intakes available for it though BTW, It says on one picture that it is supercruising with its afterburners. Supercruise= "Supercruise is sustained supersonic flight of an aircraft with a useful cargo, passenger, or weapons load performed efficiently and without the use of afterburners (reheat)."
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Kottabos did a review of this mod
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Lurven replied to InfiniteDice's topic in KSP1 Mod Releases
Made a nice tank today that I wanted to share with you Album thing, which I couldn't embed: http://imgur.com/a/hPg36 -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Lurven replied to InfiniteDice's topic in KSP1 Mod Releases
Nice mod! Two thigs that would make me even more happy though: -square/rectangle shaped armour plates -Standalone version of tank gun That would be really nice, and making good looking designs easier -
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
Lurven replied to electronicfox's topic in KSP1 Mod Development
looks like a perfect base for the tank turret in IDs skillfull mod -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Lurven replied to InfiniteDice's topic in KSP1 Mod Releases
Will there be an unturreted version of the tank gun? (I know most likely not in R1) -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Lurven replied to InfiniteDice's topic in KSP1 Mod Releases
Sounds cool Hope you get "un-sick" soon -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Lurven replied to InfiniteDice's topic in KSP1 Mod Releases
We all want it now, but we must (sadly?) wait for InfiniteDice to finish and release it first -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Lurven replied to InfiniteDice's topic in KSP1 Mod Releases
Dude, show some respect! ID uses his free time to work on this mod and, being ID, he uses alot of time making sure it is working as it should do. It will be finished when he says so, and until then, we all have to wait. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Lurven replied to InfiniteDice's topic in KSP1 Mod Releases
Does/will the guns have recoil? (When you fire the gun, it pushes you back the opposite way) Mod looks awesome BTW Would be awesome if guns in the area of 30-150mm that could be mounted seperatly (without turret) was introduced -
[1.0.5] [RELEASE 0.8] Sido's Urania System : 7 new planets and 8 moons !
Lurven replied to Sido's topic in KSP1 Mod Releases
Looks awesome -
How much delta-v does this saturn V have?
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Does this make kethane, or does it create another resource that later can be converted?
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Kethane fueled engines? Sounds awesome
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Lurven replied to InfiniteDice's topic in KSP1 Mod Releases
This will definetly be downloaded as soon as I see the dl link for it -
I woud really have liked some tracks that could go at 20-25m/s, and as previously stated there are MANY tracked vehicles able to go at that speed. Would be able to make alot of epic stuff with those
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lurven replied to ferram4's topic in KSP1 Mod Releases
Seems like they make your rockets act crazy when they hit water as well.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Lurven replied to ferram4's topic in KSP1 Mod Releases
For some wierd reason after I installed this mod, when I hit the water, my pod accelrates violently and explodes. The times this happened I was using the MK 1-2 pod (2.5m 3-crew one, think name is right). In the after death view I'm far away from where I hit the water. May be another mod I innstalled at the same time. Can you guys please help me? may not be the right thread to post it in? EDIT: Can it be the Joint Reinforcement mod and kerbal engineer thats trolling me? EDIT2: Tried with the mk1 pod, without the kebal engineer thing it could land normally, with it; I ended up 350m below sealevel- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Kerbin City Community Project - Phase B - New Islands
Lurven replied to nothke's topic in KSP1 Mod Development
Think Scott Manley made a review: -
Kerbin City Community Project - Phase B - New Islands
Lurven replied to nothke's topic in KSP1 Mod Development
"gendalf will this be immensely resource-heavy when it will be completed?" Don't think so, but no-one knows for sure -
You should get yourselves a software for doing .rar, .zip and other files. I would reccomend jZip, it's free and very easy to use
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Part generator Version 2.X release / open beta
Lurven replied to Lando's topic in KSP1 Tools and Applications
Well, there's a reason they are making a new spaceport from scratch -
Part generator Version 2.X release / open beta
Lurven replied to Lando's topic in KSP1 Tools and Applications
Why not use mediafire (or something similar) then?