Since they can be unmanned, you put it on top of an orbital rocket and go and fetch the guy stranded up there. I did kinda same thing with the Knes mod using the Patin capsule on top of a rocket and with a small engine for deorbiting plus parachutes. One thing that could be good, would be to make the game actually replace the standard passgenger module with REKT capsules as derelicts, the white one of course with no engines or chutes so you go and fetch it.
This mod needs 3 new things to be 100% done for me: 1.they make docking ports for fitting those pods as well as the decoupler (so that recovered pods in space can be docked rather than grabbing/eva then ditching) 2.supply container that has a heat shield and maybe one with retro rockets for dropping alongside the actual pods to give the castaways food or materials to build a rover with. 3.a larger pod resembling a mk2 command pod both in shape and capacity,basically for things like water landings or just where more practical than several small ones.
+KottabosGames as far as the heat shields on more parts that's a quick config change anyone can do,a docking port offset inside will probably do for the docking in the meantime
If I had this mod (KSP on Xbox sadly), I would actually use them as external command / passenger pods instead of escape pods, seeing as KSP doesn't usually have situations requiring escape pods. It'd be great for tourists!
this would be great for sending up crew for a station or base as well. Just but 6+ around the rocket, maybe multiple times going down the rocket. Saves space compared to full crew cabins.
The size of these pods gives the look that they could each hold 2-3 kerbals, I think that they should be reduced in size about 35-50% because right now they seem a bit too much.
i made an escape pod that is half or a third size of these, can carry 4 kerbals, and is stock. cant land on non atmospheric bodies though :P and i cant imagine its very long term since the kerbals are in their EVA suits.
I love the long term survival one; it could *really* be useful when using lifesupport mod thingys... and, it could allow you to wait a little bit longer for your rescue
Kottabos: Just a heads up. We, or at least I, cannot see your mouse pointer in KSP when you film, it isn't always visible. So when you say "Look at this part here." and the whole ship highlights, unless it's blatantly obvious, we don't know what you're pointing at.
it looked like when you turned it of and then toggled on it worked right but when you toggled it off when you toggled it on it still had the instruction to burn still activated
Mine (meaning the mod) doesn't load properly it would be doing well on start up but when it gets to 'inline triple decoupler" It stops loading help please?
Ok, so i built a ship from an anime that has an escape tower on it, the escape tower I replicated has 1 terrier engine, 1 fl-t200 fuel tank, 4 mini sepratron 1, a Mk 1 command pod, 1 MK 16 parachute, 1 MK 12 radial drogue, 1 sp-l 1x6 retractable solar panel and 1 communatron 16 antenna. NOW... the issue is, while the craft accelerated at a high rate on one ship, when i put that craft into sub-assemblies then used it on a second larger version of the previous ship, it's initial acceleration was significantly less, to the point as it crawled to lift off the engine exhaust would destroy structure below it and i can't figure out why this is happening, can anyone shed light on my problem? =,(
*Kerbal Space Program* - a world where cool acronyms are made first, then the explanation for what was abbreviated.
Sounds like me making a rocket
@@Tulin258rockets first, goals second?
I'm working on a series of adapters for that mod called GET-REKT (Group Evacuation Type REKT).
PLEASE DO!
HAHAHAHAHAHAHA GET REKT
Noice.
Get rekt lol
@charlie, captain of ravioli you’re most definitely adopted.
As an unmanned pod, also be good for the 'Rescue the Kerbal' missions. Strap an engine/tank to the bottom for a self-contained recovery craft.
an interesting point, I hadn't thought of it that way
nice video:)
Since they can be unmanned, you put it on top of an orbital rocket and go and fetch the guy stranded up there. I did kinda same thing with the Knes mod using the Patin capsule on top of a rocket and with a small engine for deorbiting plus parachutes. One thing that could be good, would be to make the game actually replace the standard passgenger module with REKT capsules as derelicts, the white one of course with no engines or chutes so you go and fetch it.
in the situation, when you may need one of these you could say, that you got...
*REKT*
kill me
Jebidiah Kerman ok
or if you were a tyrannosaurus you got
Rex'd
@@sansthepungeonmaster5864 this joke was even worse than the other
Marcos Radmann looks like someone’s punny bone broke
"And i love that."
"As you all know, i am a sucker for planetary rings."
ODST and Starship Trooper vibes galore.
oh ya
This mod needs 3 new things to be 100% done for me:
1.they make docking ports for fitting those pods as well as the decoupler (so that recovered pods in space can be docked rather than grabbing/eva then ditching)
2.supply container that has a heat shield and maybe one with retro rockets for dropping alongside the actual pods to give the castaways food or materials to build a rover with.
3.a larger pod resembling a mk2 command pod both in shape and capacity,basically for things like water landings or just where more practical than several small ones.
all of these would be great if they added, perhaps one day
+KottabosGames as far as the heat shields on more parts that's a quick config change anyone can do,a docking port offset inside will probably do for the docking in the meantime
+KottabosGames of course if it's all done properly then all the better
Anthony Williams You should write that on the forum
Anthony Williams and Iva view of the pods
If I had this mod (KSP on Xbox sadly), I would actually use them as external command / passenger pods instead of escape pods, seeing as KSP doesn't usually have situations requiring escape pods. It'd be great for tourists!
A design thats cool and good is one wih 3 of these that decouple from each other
Turn on CC for the entire video. "Cut about space program"
I think that the Mark 1M was actually meant to be ejected away in case of imminent destruction of whatever vehicle that you hook it up to.
this would be great for sending up crew for a station or base as well. Just but 6+ around the rocket, maybe multiple times going down the rocket. Saves space compared to full crew cabins.
could be an interesting option
If the person who made this doesn't say "Get REKT!" on the mod's page, then I will lose faith in the KSP modding community.
Paul Smith ikr
Paul Smith ay another pineapple
Someone should recreate the Pillar of Autumn using these!
Matthew Ferrie yes plz
Hey Kottabos, Congratulations for your 250th KSP Mods video!
I'm a bit late until you upload the 251st, sorry :-)
My experience with this mod "and when we deploy AIRBRAKES."
I'M SOLD!!!
if your ship gets REKT your kerbals can at least scape the ship
The size of these pods gives the look that they could each hold 2-3 kerbals, I think that they should be reduced in size about 35-50% because right now they seem a bit too much.
Yeah they are just so not Kerbal scale
there still needs to be space for fuel
I would had put also Solarpanels on it... for longer time survivalability
Jebediah Kerman, ODST
i made an escape pod that is half or a third size of these, can carry 4 kerbals, and is stock. cant land on non atmospheric bodies though :P and i cant imagine its very long term since the kerbals are in their EVA suits.
They remind me of the ODST drop pods in halo a bit.
Same
I love the long term survival one; it could *really* be useful when using lifesupport mod thingys... and, it could allow you to wait a little bit longer for your rescue
I would love to build a massive space craft with b9 then fly over a colony on duna and then drop a crap loud of ore containers
Heres words "coffin shaped door" wonders in head (I wonder what was going through the developers head).
The re entry pod can be used in aircraft
If they ever update B9 aerospace I bet you could honeycomb these inside very easily.
Donovan Shovan, I want B9 so badly
Did anyone else notice that the word CAUTION was spelled wrong on the airbrakes on the first pod?
you had me at escape pod...
all the kerbals and command pods
GET REKT
I wonder if it has to be fuel you dump, can you not attach it to say a tank of water for putting out bush/forest fires :)
bill: hey Jeb?
Jeb: what
Bill: get REKT
I downloaded this as soon as it cameout
Kottabos: Just a heads up. We, or at least I, cannot see your mouse pointer in KSP when you film, it isn't always visible. So when you say "Look at this part here." and the whole ship highlights, unless it's blatantly obvious, we don't know what you're pointing at.
You just got rekt. And shrekked.
If I used this mod for a low kerbin orbit, and something went wrong, I would eject onto land, then have a plane and helicopter search crew.
I really wish this would work for me but I can't seem to get it working. It looks super awesome.
it looked like when you turned it of and then toggled on it worked right but when you toggled it off when you toggled it on it still had the instruction to burn still activated
Mine (meaning the mod) doesn't load properly it would be doing well on start up but when it gets to 'inline triple decoupler" It stops loading help please?
Maybe I can use the storage one for a space Station
Why do you click on the time-warp window? dont you know you can use the *,* and *.* (or the *< >*) keys?
Starship trooper vibe.
3:22 get...
Now I'll go to get REKT!
1:00 - Aww man... So REKT isn't a random and incomprehensible reference to SAO's "RCT"? Man...
Do they have IVA views?
does anyone know if this will be compatible with FAR, when that gets updated to 1.2?
Ok, so i built a ship from an anime that has an escape tower on it, the escape tower I replicated has 1 terrier engine, 1 fl-t200 fuel tank, 4 mini sepratron 1, a Mk 1 command pod, 1 MK 16 parachute, 1 MK 12 radial drogue, 1 sp-l 1x6 retractable solar panel and 1 communatron 16 antenna. NOW... the issue is, while the craft accelerated at a high rate on one ship, when i put that craft into sub-assemblies then used it on a second larger version of the previous ship, it's initial acceleration was significantly less, to the point as it crawled to lift off the engine exhaust would destroy structure below it and i can't figure out why this is happening, can anyone shed light on my problem? =,(
landertron always kills me ... leaves me empty at 100m which is enough to kill you (on soft landing mode) is there a config to change?
Kottabos is in a gang, confirmed
Do a modded series for campaign
love this mod😍
Mod=awesome sause
GET REKT ROCKT
get REKT by malfunctioning escape pod
will this work on 1.4?
K-ODST needed.
Turn on subtitles and look at what it says for REKD.
lol
EDIT: Just turn on subtitles for the entire duration of the intro.
Check out 7:39 with closed captioning it finally got it right!
rect
how do you switch between viewable objects
Jolel the bracket keys [ ]
ASL should be ATM
i searched up what ASL stands for and its weird
my ksp crashes at start when i have this mod
Why didn’t you actually use it in action
Doesn't work for me...
Rekt-um
REKT OR KOOSE
hi
halo
like
REKT vs en.wikipedia.org/wiki/MOOSE
They look like the ones from rick and morty
First to say first.nobody called it.#jointheearlysquad
sweet B)
Get rekt
a
Halo ODST anyone?
BB8_M8 working on it already
SqueakyChickenGamer Same, Just put 3 kerbals in orbit with 3 of these
BB8_M8 lol i spent like 4 hours last night building a VTOL dropship with these
SqueakyChickenGamer Nice!
notification squad
ahh 6th view
nice picture.
50th!
300th like!