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Everything posted by planeguy868
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Chaka Monkey - Closed Development Thread
planeguy868 replied to YANFRET's topic in KSP1 Mod Development
YANFRET, your interim texture looks great! Looking forward to helping get this hab into the pack! -
SPACE STATIONS! Post your pictures here
planeguy868 replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Eurolab (I tend to make ESA-themed craft). Launched in 2 parts, the main body, and the inflatable habitat module. The main body is the second stage of my Poseidon heavy lifter, minus the engine and plus an airlock and solar panels. And yes, I made a replica of the ACTS-Soyuz craft (basically a Soyuz with a Fregat booster strapped on the back) to send Kerbals up to it. -
My god, that's great! One rep for you!
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The pay with a tweet function doesn't appear to work.
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Thank you!
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Jumping on here, would you mind making a mission patch for my lunar orbit space station? The station is monolithic, so maybe if you could use something like Salyut or Skylab as the station graphic rather than ISS, and obviously have it orbiting the Mun. If you could sneak the ESA logo somewhere onto the patch that'd be great, and title it Moonlab (creative, I know). For a second variation, could you replace the Moonlab text with Moonlab Expedition 1 and have the names Jebediah, Hanji, Moblit, and Romal on it as well? Only the text needs to be changed, the patch itself can look the same.
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The 3 families of lifters I use in my current save. They're not mindblowingly powerful, but I like how they look. And yes, the SRBs on the Antares L are rescaled.
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I've made Constellation replica Landers before. It's actually not that bad!
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I just downloaded this pack for the first time, so expect some feedback relatively soon!
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
planeguy868 replied to Yogui87's topic in KSP1 Mod Releases
There already is a craft derived from that project, the. PPTS, in the Angara Pack. Besides, in order to make that craft all you need is one of the many command pods and go use the ATV cargo module as the orbital module. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
planeguy868 replied to Tiberion's topic in KSP1 Mod Releases
If you restart the game and don't use the Freyja port, it works fine. I'm just using the stock port in the meantime, and moved the top node a bit and removed docking port function so I can mount a clamp-o-tron on top of the Freyja port. Has the DL link been updated to have the fixed port? -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
planeguy868 replied to Tiberion's topic in KSP1 Mod Releases
Heads up, the current Freyja's docking port causes a ton of issues. Methinks Tiberion will release a fix soon, but don't use the docking port. Don't. I use 6 at this moment, the PPTS capsule from the Angara Pack, a custom resized Orion capsule (to be 2.5m) with an ATV service module, an ESA Minotaur replica (basically a Dragon with a new service/propulsion module from StretchyTanks), the Freyja with a stock docking port, and a custom built Apollo Block 3-5 series (Blocks 3+ and 4 have Soyuz style mission modules, all of them have cut down service modules). Plus the Tiberdyne shuttle. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
planeguy868 replied to Tiberion's topic in KSP1 Mod Releases
Actually, I may have found a bug with the capsule's docking port. It doesn't seem to work, and after I tried to use it, it seemed to break all docking port functionality with the rest of the craft I had in-game. I tried editing the .cfg to only be a size 1 port (1.25m), but it still doesn't work. It specifically happened after I installed the Freyja capsule as well. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
planeguy868 replied to Tiberion's topic in KSP1 Mod Releases
I love the new capsule, Tiberion! It looks and flies like a dream. Now I have 5 different capsules I use in my current save... I probably should cut down. However, I do have one quarrel with it. There aren't any station parts that are 3.75m, so when I dock the capsule to stations it tends to look a bit silly. I'm not entirely familliar with how difficult it is to rescale models, but would it be possible to release a 2.5m version with a 1.25m endcap? I don't want to burden you with a lot of work for one person's request, so if it's really time consuming, don't bother. -
Chaka Monkey - Closed Development Thread
planeguy868 replied to YANFRET's topic in KSP1 Mod Development
Are you sure? With the base BobCat pack, the lander legs still worked in 0.22... -
Chaka Monkey - Closed Development Thread
planeguy868 replied to YANFRET's topic in KSP1 Mod Development
YANFRET, I've been doing some texturing work on the heat shields, and if you're interested I can try and give them a more detailed pattern if it hasn't been done yet. I already have some WIPs, but if you would like I can refine them further to make them match the asthetic of your pack. -
Chaka Monkey - Closed Development Thread
planeguy868 replied to YANFRET's topic in KSP1 Mod Development
You need to cut the drogue chute, or make sure it's cut. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
planeguy868 replied to Yogui87's topic in KSP1 Mod Releases
I can either activate the motors or lower the DSL wheels, not both. If I do one, the menu says "menu disabled". Why? -
Chaka Monkey - Closed Development Thread
planeguy868 replied to YANFRET's topic in KSP1 Mod Development
Edit, found and fixed it. By the way, loving the 3.75m orange and striped tanks. -
Chaka Monkey - Closed Development Thread
planeguy868 replied to YANFRET's topic in KSP1 Mod Development
I'm not sure if I'm the only one with this problem, but the radiators included in Pack 003B don't show up in the VAB or SPH. Is this fixable? -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
planeguy868 replied to Normak's topic in KSP1 Mod Releases
For some reason the solar panels won't load. Any idea why? -
Chaka Monkey - Closed Development Thread
planeguy868 replied to YANFRET's topic in KSP1 Mod Development
Wow, this is beautiful. I just want to thank you for working on this. It looks amazing. I'm developing a Constellation style Mars mission using a lot of the hab parts you released, and I love the designs. Three thumbs up! My only qualm with it is that the parts aren't labeled super well, and don't always follow the same naming convention when it comes to scaling. Other than that, the parts work great. -
Sometimes I'll quicksave and quickload, and parts will "snap" off the shuttle's cargo bay. Only the mod-provided docking adapters and decouplers suffer from this, non- Tiberdyne parts don't detach. This happens sometimes after main tank separation, and after reloading from a quicksave. Any idea what's causing this?