Rafael acevedo
Members-
Posts
445 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Rafael acevedo
-
[1.3.0] Procedural Parts - Starwaster Branch
Rafael acevedo replied to Starwaster's topic in KSP1 Mod Releases
Look for procedural parts tidal stream branch, link about 10 to 20 post before your question -
[1.5] KOOSE mini reentry pod aka escape pod
Rafael acevedo replied to TiktaalikDreaming's topic in KSP1 Mod Releases
It loads with bbt, the issue for me was interstellar fuel switch and changes in b9 -
Nils Thanks for your hard work.. I know you been working on this. Vas Here is how I have been able to build a square shaped base Corner part created with two ports at 90 degrees and the last at 135 from both 90 degree ports Completed corner with one docking port and 2 kpbs expandable tunnels Completed Base OBTW the excellent lander at left corner was my interpretation of Space 1999 eagle transporter built with Nils Excellent Feline utility rover parts Completed base close up, used Konstruction docking ports to join t section toghether
-
Regarding different sizes, of modules I asked Nils for a structural part (CLS Passable) to solve the issue. regarding your cube issue you can use Konstructions docking ports. just make sure you designate the parts differently when docking IE Base-probe not Base to Base otherwise you will have issues on your last connection.
-
Owri, yo fui el que escribio la parte del mod para darle support a USI-LS. La contestacion de Tidal Stream es correcta. El costo es function de USI-LS. Aun asi le dare un vistazo al file a ver si se me quedo algo. honestamente como normalmente juego en sand box no me fijo en el costo. -Rafael Translation for English speakers. Owari, I wrote the CFG file for USI-LS compatibility. The answer given by tidal Stream is correct. Cost is a USI-LS function. I will however take a look at the file to check if I missed anything. Honestly haven't paid attention to cost, since I play sandbox mostly.-Rafael
-
You should continue the mod, the stock parachutes are to fast and likely to get your kerbal killed unless you are constantly checking fwd speed, the parachutes in this mod have a more realistic descent rate specially the round ones. An emergency aerodynamic decelerator is to get you down at a safe speed to the ground (between 3 to 5 M/S). You mod allows for ejection of multiple kerbals without having to worry about controlling their descent rate. Also it looks cool if you make a cargo plane and then drop 3 dozen kerbals out of it in your own kerbalised airborne invasion
-
about the launchpads and runways...
Rafael acevedo replied to Dimas152's topic in KSP1 Suggestions & Development Discussion
I meant to say bainkur