Jump to content

Search the Community

Showing results for tags 'welding'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 4 results

  1. Kaboom! (BOOM) Another way to not go to space today! What can be more Kerbal than more Explosions! Now with SuperKlue Implosions! By @zer0Kerbal, originally by @russnash37 adopted with express permission and brought to you by KerbSimpleCo Description What is Kaboom!? Kaboom! is a very simple add-on for KSP that allows the: destruction of individual parts SuperKluing / welding of two or more parts (see below) Features View full album Before and After SuperKluing Youtube review by @Kottabos/Kottabos Gaming Youtube review by @Kottabos Gaming Cabin notes and Help Wanted Localization How to support this and other great mods by zer0Kerbal See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 1 Dependencies Kerbal Space Program 2 Module Manager 3 Recommends Comprehensive Kerbal Archive Network (CKAN) 1 Suggests SimpleLogistics! (SLOG!) SimpleConstructon! (SCON!) Tags plugin *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jebbrake! Keep your Module Manager up to date Kerbal Space Program 1.12.3 — .NET Framework 4.7.2 Credits and Special Thanks see Attribution.md for comprehensive list @russnash37 - author @flart aka @yalov - SuperKlue Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Original (0) - Author: @russnash37 Footnotes this isn't a mod. ;P ↩ ↩2 ↩3 may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
  2. Hello everybody! How y'all doing today? I'm doing okay I have seen that there are mods out there that allow you to weld multiple parts into one part, to make physics easier to run, and less laggy. My question is, is there a mod that allows you to select specific parts of a craft, say all the MK3 fuel tanks, and just weld them together. I don't want my solar panels becoming fuel tanks too.
  3. Ok, I'm experimenting with manual part welding to make custom spacecraft out of existing parts, and I thought I'd weld a Mk1 parachute into a descnt pod I'm making out of a nosecone from MRS. All I've done is include the part MODEL and all the chute modules from the Mk1 .cfg. Well, the chute can be operated like normal, it shows up on the staging stack, the deploy parameters can be adjusted, and it does deploy when staged. The problem is that it doesn't work like normal. When semi-deployed, the pod and chute turned to near horizontal and actually started climbing. The F12 aero overlay showed a strong body-lift line from the pod. After a while the pod started descending again, but when the chute fully deployed, it turned to a 45-degree angle, with the overlay showing equal-length drag and body lift lines 90 degrees apart. The pod never got into the usual vertical retrograde-pointing position. Putting a regular separate Mk1 chute on top of the pod works just fine, so there's something about welding one into a pod that's screwing things up, and I don't know what it could be.
  4. Opened this thread to document some weldments I've been working on, in case anyone is interested. Reserving the first post for my own use; more to come soon.
×
×
  • Create New...