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MUSTANG
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Everything posted by MUSTANG
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I've been mostly a lurker since I registered here 6 years ago, but I've been having so much fun with this mod I had to post and ad say so. I've made probably over a dozen vehicles, here are some of the more interesting ones: A stanced-out Dasher from the Kord Motor Company. This one is uproarious fun. Fast enough to get some serious air off ramps, and stable enough to drift. Also from Kord, a 1Fifty truck. This one has been lifted. Seems like a lot of people have been asking for some fuel tanker parts. I'm inclined to agree. However, in the meantime, this is the cleanest one I could design. It uses KAS for a fuel transfer hose, but I really wish that particular part was more attractive. Like I said, I've been having a blast with this mod, and I'm eagerly awaiting to see how it develops. My biggest grip at the moment is that there seems to be a lack of ways to add extra fuel and batteries to vehicles, at least, ways that look good. I hope in the future we can get more styles of tanks and batteries. Personally, I'd like variants of the various chassis components with built in tanks and batteries. (Visually similar to the one fuel cell in a chassis.) Maybe also fuel tanks in the same form factor as the small trunk, and a "full height" half-length tank. (I'd also really like some kind of aerodynamic spolier that fits with the mod.) In the interim, I've created my own configs of most of the platform parts that include small amounts of liquid fuel and electric charge. I'm happy to share those, but I'm not sure what is the right way to go about doing that, or even if @blackheart612 is okay with it. It also modifies the existing platform "tops" to hold a few drops of LF and adds tops that hold EC, and an EC side tank part. I'm also working on an MFT config file.
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[0.90] Kerbin Shuttle Orbiter System v4.13
MUSTANG replied to helldiver's topic in KSP1 Mod Releases
Hey, so I mostly use this pack for the ground vehicles in Pack 4. I have RPM installed, but I'm having a weird issue with the Rover. The buttons are all there, but the screen itself is missing. As in, its just an empty space. Is there a fix for this? -
Love it! I can't wait to try some big ass spaceships! On another note, any chance we'll see more MK.II parts? Any chance we could have the existing parts be able to sit flush with stock MK.II parts?
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I just wanted to pop in and say how much I love this mod! Beautiful parts. I'd love too see some Mk.II nosecone pieces, possibly with built in intakes, as well as some different "tail" pieces, particularly ones that would allow allow different engines to be attached in different configurations, such as 2 .625s with a 1.25 in the center, or a cluster of .625s.
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It's not like it's hard to go and create whatever balance you feel your game should have, anyway. Part cfg files are extraordinarily easily to modify.
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I often have the problem of confusing F9 and F5. Quick saving seconds before impacting is no fun. I honestly wish quick save had to be held down for a second, just like quick load.
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How does drag work exactly, anyway? Does adding parts that add drag effect the whole ship, or is it more localized? What would happen if you simply gave the nose comes negative drag values, so as to reduce drag for the whole craft?
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I'd like a large comet that only passes through the solar system every so often, maybe once in a game year.
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I apologize is this has been brought up somewhere in the past 200 pages, but is there any way to get those automatic fairings to work with the L2 Atlas Low Profile Enigine? In concept it's probably one of my favorite engines, but I rarely use it because of this one little cosmetic issue. I tried copying over the module from a .cfg file where the automatic fairing works to the Atlas, but no joy.
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New Space-X rocket is the most Kerbal rocket I've ever seen in real life
MUSTANG replied to ultra86's topic in The Lounge
So... Can we expect to be able to do the same in .22? -
I tend to look at all of my crashes in terms of that Thomas Edison saying, "I have learned 1000 ways how not to make a lightbulb."
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I had the same thought. I asked In the mod section, and my wish was greanted.
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Science Instruments and the Tech Tree
MUSTANG replied to MUSTANG's topic in KSP1 Suggestions & Development Discussion
Awesome! Yay! -
Glad this is getting made. I hope you add some basic structural tubes and the like for 0.625 parts.
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I think the recently announced tech tree for .22 is a pretty cool idea. It also has the potential to make the various scientific instruments far more valuable for actual gameplay. The idea is simple. Set minor objectives within the research and development GUI that can be completed with the science instruments. For example, "Take an atmosphereic reading of Duna." If the objective is completed, you should unlock a free part, or have however much credit applied to whatever is currently being researched. Adding more science objects would go a long way here. I know some kind of apparatus for soil samples is often asked for.
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What's a satellite or probe for?
MUSTANG replied to InF3RNo's topic in KSP1 Gameplay Questions and Tutorials
I like probes for Kethane scanning satellites, and I often use them as secondary control systems for ships, which allows me to use all of my Kerbals to go do EVAs. -
Very cool looking. I'm particularly fond of the tail pieces. I'd love to see a few configurations of those for the smaller Mk.II chassis.
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While I'm sure your bucket method could eventually work, I think it would require a lot more effort. I'd recycled downloading Kerbal Attachment System. It features a winch and an electromagnet, which could be used to tow debris into a suborbital trajectory.
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What issue specifically, are you having? I'm currently using Mechjeb 2.0.9.0 and Kethane 0.7.4 and am having no issues the would suggest there is a conflict between the two.
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I'll just be honest, I love parts mods. The more, the better, in theory. The problem I've been having however, is that once I add too many (KSPX, LLL, II, KWR, B9 plus a few more) I get constant crashes. I've got 8GB of RAM and I'm thinking about doubling it to 16 GB. I don;t know much about the base code for the game, but all those parts and plugins are loaded into RAM when the game starts up, right? Would adding more RAM solve the crashing issues?