Jump to content

Tyrador

Members
  • Posts

    91
  • Joined

  • Last visited

Everything posted by Tyrador

  1. I have the same problem despite having World Cup 2014 mod dll.
  2. Is there a plan to add high energy requirements for the Cyclotron and Spectrometron? Which values would be realistic?
  3. I can confirm this as well. Sometimes for me it even happens on orbit.
  4. Great mod and certainly is under appreciated. Nazari1382 maybe you could make a cargo bay designed for your two racks? Or maybe if Talisar gives you permission to use his one, which might be easier as you will only need to stretch it a bit. http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-%28WIP%29
  5. Well, my intention is to create a Space Engineers mod, so all parts will be built on orbit and be cube shaped. I do not think it will be very memory intensive, as I'm not planning to make 30-40 parts with bump maps and high res textures. Is it possible to make a plugin for these "steps"? Just I've never done a plugin before.
  6. Sorry, I should have explained it better. You place a block/part which is only a carcass, for it to be finished component you need to have a resources. Here: As you can see there is actual construction process as opposed to Extraplanetary launchpads magical appearance of the ship built.
  7. For those who are not familiar with Space Engineers, there are 3-4 buildings stages which can only be completed if you have a resource in your inventory: The idea of how to implement this mechanic into the Kerbal could be something similar to the image below: Basically to complete construction of something KAS container should contain sort of a resource. So is it possible to create a plugin which will allow for this to happen?
  8. Oh dear lord, that is amazing! Squad should hire you! Imagine if these were stock parts...
  9. Looks stunning! Your parts need to be included in stock game.
  10. http://forum.kerbalspaceprogram.com/threads/66578-Early-WIP-Bingo-Aerospace-Blizzard-B9-styled-modular-cockpit-for-HL-fuselage?p=917039#post917039
  11. Number 1 for sure, look like real foil.
  12. Yeah this Mod is so amazing, I cannot understand why it is halted.
  13. It is an abbreviation for something, if not it means honey.
  14. Any general tips on Tylo landing with Deadly Reentry? Is it better to keep vertical speed low to allow drogue chutes to be used? Or vice versa? Thanks!
  15. I've found out that there is no need for the Ullage, as when you rotate the craft for a while around 2-3 times in one direction the fuel will go to the bottom and up of the craft, due to Centrifugal force.
  16. That looks very useful indeed, and there will be no need to download 100 megaton B9 mod!
  17. HoneyFox, take a look at a new Toolbox I've created for your mod, plus Inline Ullage Tank. I have not tweaked part parameters well, so you can finish them and add to your mod. Link to pics: https://www.dropbox.com/sc/py6na2w19pr5zsd/-qwKtEKihf Download: http://www.dropbox.com/s/z2zd7akiy2x9ohp/Toolbox%2BUllage%20Tank.rar What are your thoughts on them?
  18. It seems there is no fuel container with which I can replenish engine's internal ignitor supply, it gives me message "no nearby ignitor unit'. How can start the engine without it? Thanks!
  19. Hello Ziv, That's an interesting challenge you've got here! I'm not sure what are the rules though, should I use only the existing ships? Or can i build my own? If this is the case, than challenge is not that hard?
  20. Looks like NearFuture's argon tank, engines are really nice though!
  21. Hello! Is there any faq on Flight Computer? As it is useless unless you know how to operate it, obviously. If not, than is it possible to set flight computer docking command? Thank you for the help!
  22. Hello, Does anybody know Normak's e-mail, he doesn't seem to respond to my messages. I'm apologise for inappropriate question. Thank you for your help!
×
×
  • Create New...