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TeeGee
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Everything posted by TeeGee
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I mean, look at the Mk1 pod, the fuel tanks and the rocket engines... they look so much better than they do now IMHO. http://4.bp.blogspot.com/-QSh7G6pVg2s/TpW1c1BtOTI/AAAAAAAAAxE/hBwChcjW9dc/s1600/KerbalPodDev.jpg http://wiki.kerbalspaceprogram.com/w/images/8/89/LV-T30_Liquid_Fuel_Engine.jpg I personally would like to see KSP bring those part models back, make the grass a much lighter green and use the older version of Kerbol. I'm just shocked to see how much better the models used to look back then. Granted a few things look a bit better now (wings etc) but the rockets looked so much better in the older version of ksp 0.15.
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THIS x10000!!
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Awesome thanks for the reply!
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Silly question but what other tank types are pressurized other than the service module types? Balloon cryo? Balloon?
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Use any mod you want, and create a command pod that your kerbals can fly. I did this to maximize immersion in my game and it works! Here's my first pod:
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For example I would like to use KW rocketry sfx for my stock engines etc. And I would REALLY REALLY like to know how to add RCS sound effects to rcs engines in Realism Overhaul using moduleRCSfx. I can't seem to figure out how to use the rcs sound mod for RO rcs engines... if only seems to work for engines using monopropellant (and not MMH, N2o2 etc). A tutorial would be awesome; one that explains how to do it step by step for the computer illiterate. Thanks everyone!
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So this mod is no more? Wow. I'd first like to thank Red and Nathan for doing a fantastic job with this mod and I am very sad to see it go. You guys/gals are amazing and a huge part of what makes KSP so great! Best wishes and good luck!
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
TeeGee replied to RedAV8R's topic in KSP1 Mod Releases
Hi everyone! One thing I've noticed using the FASA pack clamps; the fuel pumps on the clamps and umbilicals no longer pump fuel into my rockets. Was this feature disabled? I've tried toggling the fuel pumps ON in the VAB but they still don't work on the pad. -
Hi everyone! Fantastic mod! I've been using it for RO ever since I got KSP. One thing I've noticed; the fuel pumps on the clamps and umbilicals no longer pump fuel into my rockets. Was this feature disabled? I've tried toggling the fuel pumps ON in the VAB but they still don't work on the pad.
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Does anybody MANUALLY recover their crew pods?
TeeGee replied to TeeGee's topic in KSP1 Gameplay Questions and Tutorials
Yeah but if you think about it, in reality the mission doesn't end until the crew is recovered and brought back home; getting through reentry isn't the end of a mission, putting 2 feet safely back on the porch of your home is. Maybe I should start a spacecraft exchange thread that allows people to outsource their recovering vehicles to others in this forum (like me for example). I would definitely like to dload what others have designed and used to recover their crew pods. -
Wacko question but just for fun I was wondering if anybody recovers their crew pods after splashdown or landing MANUALLY. What do I mean? 1) You land after reentry sequence safely on Kerbin. 2) As opposed to pressing "recover pod" or whatever, you send out your OWN recovery vehicle to grab the pod yourself and bring it back to the KSC. 3) When the pod is brought back to the KSC, THEN you can recover it for refurbishment. I'm thinking about playing the game this way and to be honest, it sounds like a fantastic idea if I do say so myself. It makes the whole rocket launch much more involved than by just pressing a button to recover the mission.
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It doesn't make sense for our pilots to appear in their capsule on the launch pad and NOT have a launch tower to carry them up to their rockets. I think a launch tower of some kind, that takes kerbals up to the command pod, should be re-added in the game.
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No in my 0.24.2 install I have NO flickering shadows and it is even MORE heavily modded than my 0.25 version.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
TeeGee replied to Ven's topic in KSP1 Mod Development
The poodle engine wasn't altered...was it? In my game it looks exactly the same as stock. -
I have an idea for the next update... maybe have a cost for recovering parts. For example: I stage a booster and it falls safely into the ocean. It should COST me money to go an retrieve it, and the further away the booster is from the KSC, the more money it will cost to retrieve it. That way we as a space agency weigh whether retrieving a separated part is even worth it.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
TeeGee replied to Ven's topic in KSP1 Mod Development
I have stockalike and this mod installed on seperate ksp files... I think these parts look the best IMHO! -
You too hunh? Jeez does anybody else have this problem?
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Hi everyone, ever since updating to the newest KSP (0.25) all of my craft have been showing flickering shadows while my other installs don't. It has been doing this even in my pure stock install. I've tried switching from Fantastic rendering to good etc but the shadows are still doing flickering. Any tips?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
TeeGee replied to Ven's topic in KSP1 Mod Development
Absolutely fantastic mod and I can't wait to see the rest of the parts get this revamp! Fantastic work and keep it up! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
TeeGee replied to RedAV8R's topic in KSP1 Mod Releases
Hiya everyone! For some reason I can't download the soviet engines pack that is supported by this mod... anybody know where I can grab that part pack so I can start playing with this mod again? Thanks! -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
TeeGee replied to HoneyFox's topic in KSP1 Mod Releases
For some reason when I install this mod in my ksp 0.25 version, it says "unsupported mod, please revert to 0.24.2. Any tips?