Liam Sheepman
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Everything posted by Liam Sheepman
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[1.1.x] Space Shuttle Engines (2016-07-03)
Liam Sheepman replied to sarbian's topic in KSP1 Mod Releases
http://imgur.com/a/Yd8b8 I love this mod. It used to frustrate me, but now I just love it. Feel free to use the beauty shots. Mods used are aviation lights, Lack Luster Labs, B9 Aerospace and KAS, as well as this one. -
[1.1.x] Space Shuttle Engines (2016-07-03)
Liam Sheepman replied to sarbian's topic in KSP1 Mod Releases
I'm getting good at this. I'll send you some pics, this design I'm on right now should be my final design, just working on the boost-stage decoupling. -
[1.1.x] Space Shuttle Engines (2016-07-03)
Liam Sheepman replied to sarbian's topic in KSP1 Mod Releases
I still really can't balance my thrust, even using this. -
LLL - Lack Luster Labs - Development Thread
Liam Sheepman replied to Lack's topic in KSP1 Mod Development
Are you planning to make any LLL science bays? Maybe ones the size of the 2x1 Hull (Third Length), but with awesome folding doors and sweet monitors everywhere. I'd love to see KAS capability. By the way, why not make the structural wings into actual wings? That'd be sweet. Speaking of those structural wings, I think the left wing looks way better on the right and vice-versa, so that the tips point up. -
So, I had an idea which I think is sort of sane. Sort of. Perhaps. This is my terrible drawing (with even terrible-er handwriting) of it. A sort of inline and radially attached drill which, rather than drilling at 90 degrees relative to the 'front' of the drill, drills right through the front. There could be 1.25m and 2.5m versions, probably. Illegible text at the bottom says "drill attaches on underbelly." Just a random thought I had.
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[Airships in 1.12.3] HooliganLabs Mods
Liam Sheepman replied to JewelShisen's topic in KSP1 Mod Releases
Will the 0.21 submarine release work in sandbox mode? -
LLL - Lack Luster Labs - Development Thread
Liam Sheepman replied to Lack's topic in KSP1 Mod Development
I installed this mod in 0.22 with Aviation Lights, B9, Editor Extensions, Kerbal Engineer Redux, Hullcam and Universe Replacer and my game crashed almost exactly every third launch (from SPH or VAB, it didn't matter). I know it's because of LLL because I uninstalled LLL (since I know this is an in-development mod and it has a fair few bugs) and the crashes stopped. Just thought I'd inform you so you can figure out why this happens. What do you suggest? Should I go back to an old version (since this is a parts-only mod and I don't use these parts in career mode)? Thanks Lack. -
[0.21] Hooligan Labs - Airship, Submarines and More
Liam Sheepman replied to Hooligan Labs's topic in KSP1 Mod Releases
I'm getting this mod, but I have to ask - if you leave a craft floating above the surface, will it keep on floating, or will it just start falling towards the ground again? I want to make a Jool base with this, but I'm worried it might just blow up if I leave it. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Liam Sheepman replied to BigNose's topic in KSP1 Mod Releases
Noticed something - pressing Esc to pause the game will turn off all your aviation lights.- 799 replies
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- aviation
- aviationlights
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[1.1]Hullcam VDS - mod adopted by linuxgamer
Liam Sheepman replied to Albert VDS's topic in KSP1 Mod Releases
Love this mod. I always put one on my planes for a better sort-of-cockpit view than the IVA. Has anyone else found that leaving the ship and then coming back to it from the tracking station will mess up the hullcam action groups? I used an action group to disable the camera on my rover, left it for a day due to school, then came back and found that the action groups no longer worked, so I had to use V, which can get annoying when you're on the ground and it switches to orbit view. All my kerbals on EVA got bent 90 degrees -
LLL - Lack Luster Labs - Development Thread
Liam Sheepman replied to Lack's topic in KSP1 Mod Development
Interesting bug: similar to jet engines, the 1x1 nuclear rockets take a few seconds to cut out. This can ruin some missions. -
LLL - Lack Luster Labs - Development Thread
Liam Sheepman replied to Lack's topic in KSP1 Mod Development
So do the LLL probes, if you right click on them. -
LLL - Lack Luster Labs - Development Thread
Liam Sheepman replied to Lack's topic in KSP1 Mod Development
Noticed a bug: while stock probes can function as long as they have a power source, these probes require battery space to function, even with plenty of RTGs and such. -
LLL - Lack Luster Labs - Development Thread
Liam Sheepman replied to Lack's topic in KSP1 Mod Development
He probably built it in the SPH and imported it to the VAB. If you do that, it continues to revert to the SPH. -
Does anyone here do requests for EVA suits? I can get the helmet myself, but can somebody make me an EVA suit and jetpack? Here's a kind of concept-y doodle. As you can see, I'd basically just like a labcoat like that with LPL (Las Patatas Laboratories) written on it in a few places, and a jetpack with a bunch of tiny buttons and thermometers and science stuff. Also, I couldn't show it on the pic, but if possible, can you make it so that the big red button has "SCIENCE" written on it? Thanks a whole bunch, whoever does this, assuming anyone does!
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LLL - Lack Luster Labs - Development Thread
Liam Sheepman replied to Lack's topic in KSP1 Mod Development
I downloaded this, but some of the cockpits, the fuel tanks, and pretty much everything orange in the UI was invisible. Completely see-through. Help me? -
I managed to make this work, finally. Instead of having a folder in GameData, I just plopped the Plugins, Parts and PluginData into the empty folders of the same name under KSP_win. Also, they're in aerodynamics. Huh.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Liam Sheepman replied to Normak's topic in KSP1 Mod Releases
I am intrigued. Does anyone have a list of parts in this pack? I've been at a loss for things to add to my space station and I'm only at 5 modules.