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Everything posted by Horus
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[1.12.x] Freight Transport Technologies [v0.6.0]
Horus replied to RoverDude's topic in KSP1 Mod Releases
@Wetapunga: how did you lift all of these to the orbit? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Horus replied to stupid_chris's topic in KSP1 Mod Releases
I'd add to this - how to make it open at a certain speed (not atmospheric pressure)? -
Now I'm sure - the problem is using FAR and RealChutes at the same time. Removing RealChutes - solves the problem. Funny.
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- totm march 2020
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Seems that latest FAR is the "brick chute" issue source. UPD: Ooops... my bad. Not FAR. RealChutes.
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- totm march 2020
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You ain't gonna believe... Still digging into the matter. Trying to pinpoint the source of the issue.
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- totm march 2020
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Am I missing something or Almach Return Chute just not working? It opens, but falls down even better than an ordinary brick. Also, RealChute MM patch isn't applied to this chute. UPD: same for PP+ Docking Parachute.
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- totm march 2020
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Horus replied to bac9's topic in KSP1 Mod Releases
MK2 Cargo Bay is asymmetric vertically, so "just flip" doesn't play the trick. Moreover, it has a thermal cover on the bottom (which is really minor). -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Horus replied to bac9's topic in KSP1 Mod Releases
bac9, since you are revising models of your awesome mod - is it possible to make MK2 Cargo Bay (both sizes) opening to the bottom as well? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Horus replied to Ven's topic in KSP1 Mod Development
Do you use any parts from Infernal Robotics on your satellites? -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Horus replied to DasPenguin85's topic in KSP1 Mod Releases
Really nice mod, but a bit heavy, imho. Would be nice to cut down the memory footprint of the mod. -
@SpacedInvader: just a screenshot doesn't tell anything. Re-produce the issue & attach output_log.txt
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No offence, but this is already implemented in ActiveStuts, iirc. UPD: Yeah, I do not remember correctly. They are a part of Infernal Robotics.
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Funny behavior of "Ground base" and "Ground pylon": when taken from inventory and attached to the ground (using X button) - the part is visually "attached" but can be pushed by a kerbanaut. However, when you grab it from the ground and attach again (using X button) - the part finally attaches to ground firmly. Update: Even stranger than I thought: "Ground base" part can be firmly attached to the ground ONLY when a "Ground pylon" was attached near by.
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Wow-wow! Easy!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Horus replied to ferram4's topic in KSP1 Mod Releases
Sample craft - FAR Blitzableiter - has following issues on load in SPH: 1. Gears are retracted. 2. AG3 assigned to 1 gear raise/lower action. -
Trying to attach "Ground base" part to a ground (right on a runway & next to kcs. didn't go too far away), however, after attachment I can push the base even with kerbal. Is it supposed to behave like that? I've expected smth. like KAS' pylon behavior. Or have I missed smth?