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Yeah I know about RO, but I wanted to still use non-RO parts if that makes sense. I guess it isn't possible yet
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Would it be possible to use this with something like SMURFF so I can use this on RSS scale or Sigma Dimensions with 10x-ish scale? Or is there a config in the mod somewhere for something like this?
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Joco223 changed their profile photo
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Today i have made a Venom FB 4 replica Flies surprisingly good. Everything is stock except the wings and the 1m Panther (Tweakscale there) and the camera at the back. Takes off at about 70-80 m/s and it can glide up to 40 m/s. Note that it has all been tested in FAR and it can reach up to 290 m/s but i suggest not trying to turn at that speed (Ripped the wings a few times like that)
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Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]
Joco223 replied to Joco223's topic in KSP1 Mod Development
Thanks, i was thinking about doing something like that, but i don't really know how well would my engines fit with stock parts -
Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]
Joco223 replied to Joco223's topic in KSP1 Mod Development
Update 0.6 Released! Changelog: Added CME (Chemical Methane Extractor). Uses ore to produce Liquid Methane + Oxidizer. A picture of it: http://imgur.com/G1FZAwe -
It was done before. It was also posted on the forums but i don't know where it is now
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Today i have managed to land Kerbals on Mun in KScale64. (A 6.4x rescale of kerbol system). My rocket managed to get 65t into a 200km orbit. http://imgur.com/a/87diN (Idk how to add Imgur albums)
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Joco223 replied to Galileo's topic in KSP1 Mod Releases
I really love this mod, but i found a problem. Like you mentioned in the OP @Galileo, Kerbin turns white after switching vessels in orbit, but for me, it doesn't turn white then, it turns white when i get out of map mode. I have SVE, scattered, planetshine and DOE. Also, i have a bunch of other part mods- 1,019 replies
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Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]
Joco223 replied to Joco223's topic in KSP1 Mod Development
Update 0.5 Released! Changelog: Removed everything old. Updated to 1.1.3 Added new 2.5m engines and fuel tanks -
Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]
Joco223 replied to Joco223's topic in KSP1 Mod Development
So everyone, once again, i am sorry that i have not been updating this thread and maintaining this mod. I had a lot of IRL stuff to do and was also moving. But, this mod is not dead yet http://imgur.com/a/tyT2p These models are all new and are currently in a process of transferring to KSP and balancing. This update will only contain new 2.5m parts so i don't keep you all waiting. Update will go live soon (Umm... How do i embed a imgur album? Wasn't there a button that looked like letter I ?) -
[1.12.x] RetractableLiftingSurface Module released
Joco223 replied to linuxgurugamer's topic in KSP1 Mod Releases
Will you be able to attach a stock wing to a hinge (Infernal Robotics) and it gives lift according to the angle it is rotated? -
[1.12.x] RetractableLiftingSurface Module released
Joco223 replied to linuxgurugamer's topic in KSP1 Mod Releases
So you can make wings on planes that can move with your mod? -
You can watch a video a think Scott Manley did on it. He did create something similar to the second idea that you mentioned
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Completely solid-fueled first stages?
Joco223 replied to MedwedianPresident's topic in KSP1 Discussion
I actually use pure SRB first stage rockets a lot in my 6.4x save. Since i am using procedural parts there, i make the first SRB little smaller in diameter than the second stage which is powered by LiquidFuel+Oxidizer or sometimes if the payload is lighter Hydrogen+Oxidizer. First stage SRB push trough the thicker part of the atmosphere more-less quickly and you have enough control authority from fins there since the gravity turn is less agressive in stock