Josh Hawley
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[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
Josh Hawley replied to BahamutoD's topic in KSP1 Mod Releases
Does the EVA button on his picture work? -
I'm sad that this never got finished =(
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Josh Hawley replied to sirkut's topic in KSP1 Mod Releases
Part duplications usually have to do with an improper install. There are twice as many files as there should be. Try deleting the mod and reinstalling it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Josh Hawley replied to sirkut's topic in KSP1 Mod Releases
What is the black/yellow part in the background of your pic? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Josh Hawley replied to sirkut's topic in KSP1 Mod Releases
I tried the KAS strut. It was like attaching a rubber band. It did basically nothing. I don't want to go the explosive strut route, because this vehicle is totally reusable. It lands, unfolds the pad, builds a base, and then takes off to build another base. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Josh Hawley replied to sirkut's topic in KSP1 Mod Releases
I made a craft using Extraplanetary Launchpads that deploys a larger pad using some hinges on an arm. I can't seem to figure out how to secure the arm/payload while we are in transit. any ideas? I made a video so you can see what my craft looks like -
[1.12] Extraplanetary Launchpads v6.99.3
Josh Hawley replied to taniwha's topic in KSP1 Mod Releases
I really like BahamutoD's drills, but I wish there was a smaller version. even the little ones are pretty massive. -
[1.12] Extraplanetary Launchpads v6.99.3
Josh Hawley replied to taniwha's topic in KSP1 Mod Releases
Heating via induction! nice. I approve! -
[1.12] Extraplanetary Launchpads v6.99.3
Josh Hawley replied to taniwha's topic in KSP1 Mod Releases
That part looks great! but... what is it? It says strong magnetic field on the side, so I would guess that it is an antimatter container, but that feels wrong because this is the EL thread. -
[1.12] Extraplanetary Launchpads v6.99.3
Josh Hawley replied to taniwha's topic in KSP1 Mod Releases
seems to me like it just gives more incentive to edit your save file to change their stats... -
[1.12] Extraplanetary Launchpads v6.99.3
Josh Hawley replied to taniwha's topic in KSP1 Mod Releases
It is still doing it for me Things I have tried: 1. Removing all KAS parts from the launchpad before spawn (sometimes they cause weird movement issues when spawning) (exploded) 2. Flying the launch pad up when spawning (this worked, but is really impractical with anything but tiny stuff) 3. Undocking all the other parts of the station (on surface of ike) (exploded) 4. Adding an extra part to be the root (structural girder) so that we don't care when it explodes. the rest of the craft is intact, but fixed in space in its location until reload when it is suddenly in orbit with NaN velocity... 5. Different orientations of the part I am spawning as well as several other parts. (exploded) 6. Adjusted the physics slider in settings to both ends. (both exploded) 7. Removing Kerbal Joint Reinforcement (exploded) 8. Completely recreating the part that I was trying to build in the VAB instead of the SPH. (exploded) Also, I noticed that whenever it loads my game in, all of the things on the surface of Ike are momentarily 10m above the surface, and then moved down quickly. At this point I am basically stuck with this save game until I can figure it out...