Kitworks
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Everything posted by Kitworks
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Very handsome pod. I already use the 2-man pod many people have linked to, so I'd rather see this as a 3 or 4 kerbal pod. It fits stylistically very nicely with the 2-man pod, which is nice. I'd love to see a fix for the docking ports being incompatible with the stock ports.
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[WIP] KERES - Stockalike launch vehicle and spacecraft mod
Kitworks replied to Borklund's topic in KSP1 Mod Development
Handsome! Can't wait to see it. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Kitworks replied to Porkjet's topic in KSP1 Mod Releases
I like the lightbulb a lot, but... yeah, it is already borderline OP. Anything more would be too much. (Its not so OP that I won't use it though... of course...) -
I'd love that! Excited about the new ATV too, I like your solution for the rear docking port.
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- totm march 2020
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Actually, your models aren't far off! The current Cygnus is 3.66m long (EDIT: Another place Wikipedia is saying 5m...), and the ATV is 10.3m. (At least, according to wikipedia...) And Progress is 7 something meters, so... you're perfect! Some interesting photos to give a sense of interior scale:
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Beale said a few pages back that he was dropping it to streamline the model a bit, and since it didn't seem like many people used it anyway. *shrug*
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Looks great! And I like that without the front docking adapter it fits 1.25m ports. As an aside, until I downloaded your mod I had never realized how huge the ATV was, or perhaps how tiny the Cygnus is...
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Kitworks replied to Ven's topic in KSP1 Mod Development
Love the new folder structure, so that you aren't overwriting squad textures. For some reason with the Mk. 1-2 CM, the rcs jets constantly show that they are firing all the time. (They aren't, actually, they just look like it.) Too bad, because working RCS jets on stock pods would be great! EDIT: When the RCS jets "fire" in the VAB and on the pad, debug shows a "IndexOutOfRangeException: Array index is out of range" error. Any ideas? -
Kerbal Construction Time/StageRecovery Dev Thread
Kitworks replied to magico13's topic in KSP1 Mod Development
Edit: Nevermind, I'm pretty sure I'm wrongy wrong wrong. Carry on. Maybe this is a dumb question, but does the part inventory/stage recovery element of KCT only work in career mode? Just tried it in 0.90 sandbox, and everything in KCT seems to work perfectly except for that. Thanks! Very cool mod. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Kitworks replied to RoverDude's topic in KSP1 Mod Releases
Cool pack of parts. Nice early-game addition. -
Totally ridiculous, Beale should of course take sundays off. Edit: The OM looks great! didn't the heat shield have a bottom decoupler, before?
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Eeeeeeee! Beale, you talk all the time about "Oh, if only I had more time..." but it seems to me you get a phenomenal amount done! Love your work, as always.
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Agreed, I love all the weird Fuji variants. Though maybe not with "SPACE VIEW CORP" plastered seemingly randomly all around it... Yellow is good though. And I always like soviet green parts....
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LLL - Lack Luster Labs - Development Thread
Kitworks replied to Lack's topic in KSP1 Mod Development
I get a similar effect on the outside of many of the fuel tanks. (In case anyone remembers me from before, I'm now using stock textures so thats not the problem) -
While I totally get the idea of needing constant energy requirements, and think that would be perfectly fine in the scope of this mod... I totally agree with you. I think the added ease this brings to mission planning is great, and it's offset well by needing to bring along the stasis chamber, to design and build around that.