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BLUAV8R

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Everything posted by BLUAV8R

  1. How many parts was that massive station? also, how did you construct your main truss segment? whenever i try to make such a long truss i have trouble launching it and even more docking it
  2. I didn't want to make something so big to the point where i couldn't enjoy the view of kerbin's beauty because of the frame-rate.... so i present... Space-Lab Bravo It has only 2 modules (Command/Habitation and Power) with room for expansion and docking of any CTV's (in this instance i have 2 Orion MPCV's docked on either side) Here is the power array, made with a lot of Near Future Propulsion parts, it contains several batteries, a small nuclear generator, several capacitors and 2 large photovoltaic solar arrays Another view of the station with Kerbin in the background Posing for a selfie lol Dunfred Kerman admiring the beauty of kerbin's glowing cities at night while performing routine maintenance on the station (in this case hooking modules together with detachable KAS struts)
  3. hey let me first say that this is a great mod and i love it but i been having these weird circles appear on Kerrin in map view notice the curved blank line going up and down if anyone has a solution that'd be great otherwise just a note for a fix in the next version I'd also like to say that i think the lights at night have become a little to.. "dumbed down" in that there's not as many as before and they don't seem as bright, it'd be great if there could be more and if they could be brighter
  4. Hey this might have been answered already but i'm having an issue where when i'm trying to build a big truss segment (composed of structural fuselages and docking nodes with ports) it welds fine but when o go to load the piece it doesnt appear in the VAB at all. am i missing something or is there a max welded part limit or something?
  5. Great mod future releases should have better compatibility when trying to weld modded parts as only my stock parts in the weld load and the VAB freezes up after if i use modded parts, so better compatibility with mods would be great
  6. after the shuttle is launched will it be possible for the main engines to realign back to 0Ëš or will they remained locked at the 15Ëš angle or so that they are during launch? if not a feature like that in which after the shuttle has reached its optimal Apoapsis and drops the main fuel tank then you could right click on the engines (or use action group) and realign them so that you wont have to aim 15Ëš or so below the maneuver node would be great the CSS mod has this issue because I'm lazy with my repetitive launches so i use mechjeb ascent guidance but it aims directly at the node causing the shuttle to want to mess up and spin
  7. hey, whenever i select a docking port as a target i get weird lines all over the indidcator, any help?
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