mdapol
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Everything posted by mdapol
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[0.22.X] BobCat ind. Historical spacecraft thread
mdapol replied to BobCat's topic in KSP1 Mod Releases
In software anything is possible. What you need to ask is, will it be done? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
mdapol replied to Porkjet's topic in KSP1 Mod Development
Porkjet, I notice that your cargo bay has -really- thin walls. One thing I liked about B9 parts is that they seemed thicker and more substantial. Is there any way you might modify the textures so that the walls don't look paper-thin? Or put in some kind of "ribs" to make it look reinforced. They just don't look like they would survive spaceflight. I know it's just my opinion but it really bugs me. Anyway, thanks. -
Now-defunct-thread-that-should-not-appear-in-google-search.
mdapol replied to Cilph's topic in KSP1 Mod Releases
You have to turn FAR off for the second craft, or indeed whenever you get out of the atmosphere. Otherwise FAR will continue to try to orient your craft relative to the "ground" right below you. -
Or you could use the MM config that's floating about to give all command pods the probe core module and give them all built-in remote control capability.
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Now-defunct-thread-that-should-not-appear-in-google-search.
mdapol replied to Cilph's topic in KSP1 Mod Releases
I was wondering what problem he was having because I am using the same mods (along with a ton more) and I haven't had any problem with RT for the entire career (except through my own incompetence) -
I'm not quite understanding how that flat SAS module has reaction wheels inside it...
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[WIP] DMagic Orbital Science: New Science Parts - V0.8.2 (7/17/2014)
mdapol replied to DMagic's topic in KSP1 Mod Development
@larkvi Where do you get those small radio dishes and solar panels? AIES? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
mdapol replied to Porkjet's topic in KSP1 Mod Development
Try the MagicMouse. I believe it comes with new macs. It works great for me. -
Now-defunct-thread-that-should-not-appear-in-google-search.
mdapol replied to Cilph's topic in KSP1 Mod Releases
It works fine in 0.23.5. And Scott's latest video shows him updating his mods (including RT) to 0.23.5. -
The B9 pack has working Sabre engines which are probably already tweaked somewhere for RSS. Edit: Also Laztek already has a Falcon and Dragon replica that has been tweaked (elsewhere) for RSS.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
mdapol replied to Starwaster's topic in KSP1 Mod Releases
What exactly is the problem? I and others have been using this mod for a long time doing "realistic" reentries. I also set the "deadliness" higher than the default in order to make it challenging. This mod already supports doing reentries at a specific angle like Nasa does. But you may have to tweak config files to set things up just the way you want.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
mdapol replied to Starwaster's topic in KSP1 Mod Releases
This is all explicitly explained in the first post. It's a bad idea in general to mistake assumptions for facts.- 5,917 replies
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Now-defunct-thread-that-should-not-appear-in-google-search.
mdapol replied to Cilph's topic in KSP1 Mod Releases
Yes... Yes, your computer will literally explode... -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
mdapol replied to TaranisElsu's topic in KSP1 Mod Releases
Ah, I see. By the way Taranis, did you have any comment about my post #1040 a few pages back? I'm still wondering what happened there. -
Now-defunct-thread-that-should-not-appear-in-google-search.
mdapol replied to Cilph's topic in KSP1 Mod Releases
I actually have a three-tier system too. And the fact that my intermittent comms only affects one ship out of about a dozen is not explained by your theory. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
mdapol replied to Fractal_UK's topic in KSP1 Mod Releases
How big is the ship? Do you have Kerbal Joint Reinforcement? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
mdapol replied to TaranisElsu's topic in KSP1 Mod Releases
As I said, KSPI already has all the resource maps for all the planets available. You can just use those. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
mdapol replied to TaranisElsu's topic in KSP1 Mod Releases
KSPI has a bunch. It would be extra nice if both TACLS and KSPI were using the same "water" resource. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
mdapol replied to Porkjet's topic in KSP1 Mod Development
PorkJet, are there any plans to add some window glow to the command pod and the crew module? It would make it easier to see and cooler looking when it's dark. -
Now-defunct-thread-that-should-not-appear-in-google-search.
mdapol replied to Cilph's topic in KSP1 Mod Releases
Same with me, although I use 6 satellites. Still not figuring out why I only have intermittent coms with some craft though... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
mdapol replied to sirkut's topic in KSP1 Mod Releases
Yes, that's it -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
mdapol replied to TaranisElsu's topic in KSP1 Mod Releases
I would prefer ORS as well. I think it's much more flexible. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
mdapol replied to sirkut's topic in KSP1 Mod Releases
Try Kerbal Joint Stablilizer [name?]. I know most of the function has been incorporated into 0.23.5 already, but one feature that has not and is critical for big structures like that is the slow physics load when focussing on a craft. Without it my giant space station destroys itself; with it there is no problem. -
HotRockets! Particle FX Replacement + Tutorial
mdapol replied to Nazari1382's topic in KSP1 Mod Development
Gosh, you know in playing this game for over 2 years I never moved the camera from directly behind the rocket.....