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Everything posted by 4nxs
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[0.23] Panda Jager Laboratories Parts Pack
4nxs replied to Sethnizzle's topic in KSP1 Mod Development
Got any updates you wish to share Sethnizzle? -
[RELEASED] A.R.P mod ( Audio Replacement Project )
4nxs replied to bullettMAGNETT's topic in KSP1 Mod Development
Any news on progress for us? And I mean on the mod not the thing hanging on the side of the ISS. -
[WIP] Nert's Dev Thread - Current: various updates
4nxs replied to Nertea's topic in KSP1 Mod Development
I had some spare time so I have been testing the new parts. First of all, nice work. I especially like the stock-a-like look and the fact that the parts are versatile so you can use them in other crafts. Things I noticed during testing: - the landing legs bug you mentioned - when going EVA from the pod or grabbing the ladder in space the kerbals will do a 180 or 360 spin. Also on the ground the kerbals move faster across the service container ladder than the pod ladder - balancing of the parts is alright for me, nothing seems to be out of line (did a landing, ascent and rendezvous on Duna, had a reasonable amount of fuel left at the end) - perhaps you could create a nosecone part for when you don't use a parachute or jr. docking port, with maybe a functionality (science, probe, antenna) Looking forward to the release! -
[0.23] Panda Jager Laboratories Parts Pack
4nxs replied to Sethnizzle's topic in KSP1 Mod Development
Rover parts that look stock-a-like!! Tried it out today and Duna has a new rover roaming the dunes with improved science capabilities. Looking forward to what else you are going to make. On a side note, the mastcam raises a bit faster than I expected. Anyway, nice work. -
Wow nothke, looks awesome, now I definitely cannot wait.
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So now even on the forums my fps is dropping??
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Yes, it is stuck with a grider on a lifter. While on the lauchpad the engine runs till empty and than I take up to altitude with the lifter. This only works because its tiny enough that the wings don't matter during launch. With the bigger ones I do a full trial run, so with the whole setup. And btw, very nice mod, looking forward to see what's next.
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I will be launched shuttlestyle but I test the gliding return part of a shuttle's design before making the tank on the belly. Right now, thats the part that's not working so well.
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Very W.I.P., because as soon as it smells freedoms it will flip out and die... Perhaps the slower control surfaces of 0.23 will fix that. And I forgot, the X0 is on my Duna base landers but I am waiting to launch those until I got some more free time. The inflatable hab is from a W.I.P. mod by Porkjet if anyone is interested. http://forum.kerbalspaceprogram.com/threads/57662-WIP-Inflatable-Hab-Module
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I mainly use the X0 engine on the things that come out of the cargobay but I will see if I can make a minicraft. Oh and the dropbox link is for the 0.8 version.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
4nxs replied to Porkjet's topic in KSP1 Mod Development
Panels are from Nearfuture pack. And Porkjet, you continue to surprise! -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
4nxs replied to nothke's topic in KSP1 Mod Releases
This is great, the type of part I was missing for a long time. Nice work. -
Mission Control database: Share your future planned missions!
4nxs replied to gustomundo's topic in KSP1 Discussion
Recreation of the ESA Rosetta mission, using Gilly as a substitute comet (would love real comets in game btw). Philae lander is complete, working on the Rosetta craft... It has some issues with CoM and CoT. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
4nxs replied to Porkjet's topic in KSP1 Mod Development
These are awesome parts, nice work. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
4nxs replied to sumghai's topic in KSP1 Mod Releases
This quickly became one of my must have mods. Nice work, looking forward to what comes next. -
I like it, will add it to my space station.
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Unnecessary travels to biomes on Kerbin?
4nxs replied to EasyAce's topic in KSP1 Suggestions & Development Discussion
I like the sound of projects that require you to test your parts (spacesuit, parachute, SRB) on Kerbin before you can use them on a rocket. I mean, perhaps this could give you the data you see when you hover over a part in the VAB. -
I doubt it is without reason that the weekly is delayed. Maybe tomorrow we will talking about something they are working on right now, that takes a bit more time before it is ready to be revealed.
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SPACE STATIONS! Post your pictures here
4nxs replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Yes, for science, you monster -
SPACE STATIONS! Post your pictures here
4nxs replied to tsunam1's topic in KSP1 The Spacecraft Exchange
The Kerbin Space Kuark Collider Here you go. I removed the lauchstages because they use KWrocketry. On that note I mainly use KPSX and KWrocketry, so if anything modrelated comes up you know where to look. You will need KSPX for the crew module. The ring uses a kind of reversed christmas tree construction to keep it steady during ascent, on the lowest tier are some unassigned struts that connect to the lauchstage. Ring - 1/3 https://www.dropbox.com/s/2fgjnhjnz9ujno9/Kerbin%20Space%20Kuark%20Collider%20-%20Ring%20-%201_3.craft Service module - 2/3 https://www.dropbox.com/s/rxnxpqxf5ujda93/Kerbin%20Space%20Kuark%20Collider%20-%20Service%20module%20-%202_3.craft Crew module - 3/3 https://www.dropbox.com/s/xxfx541oivcbj6s/Kerbin%20Space%20Kuark%20Collider%20-%20Crew%20module%20-%203_3.craft -
SPACE STATIONS! Post your pictures here
4nxs replied to tsunam1's topic in KSP1 The Spacecraft Exchange
My first 0.22 space station, with an appropriate scientific theme. A orbital particle accelerator. -
Funny how the numbers went up after the 16th
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Do science of course. I am thinking missions to different places and see what kind of results you can get.