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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4


nli2work

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that's just the sun rise. :) actual firing is not nearly as dramatic. If I can figure out how BD's module works yea. but so far I haven't been successful and he's not very forthcoming with information.

but at least there will be few basic IVAs fro the cockpits.

Edited by nli2work
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I love it. :)

I wonder, did you think about making a larger, square fuselage? Something like the Osprey, or maybe transport helos. I just noticed there is has been no such thing made for KSP, at least as far as I found out. B9 does have parts that kinda-sorta fit, but not really. Also, a cargo bay for the rectangular fuselage would be nice, preferably opening to the sides (like B9 M2 parts).

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I love it. :)

I wonder, did you think about making a larger, square fuselage? Something like the Osprey, or maybe transport helos. I just noticed there is has been no such thing made for KSP, at least as far as I found out. B9 does have parts that kinda-sorta fit, but not really. Also, a cargo bay for the rectangular fuselage would be nice, preferably opening to the sides (like B9 M2 parts).

hm Osprey does look pretty cool. would be good way to expand into larger parts after I round out smaller parts into space plane field... tandem 2 seater larger cockpit like Osprey would make nice IVA too. :D

Edited by nli2work
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I'm going to hazard a guess that this isn't normal.

http://s21.postimg.org/pdwrzd4lz/halp.png

Firespitter up to date? ModuleManager installed correctly? neither have duplicates floating around Gamedata?

ALT-F2 in SPH, any errors come up when the part is in the scene or when you click on the part icon?

Edited by nli2work
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I never saw anything about ModuleManager. It's not in the main post.

RF doesn't strictly require MM; but I believe Firespitter does.

At any rate ModuleManager is all but stock, considering how many mods use it to various extent. It should always be kept up to date; unless you don't run any mods at all.

Edited by nli2work
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