slubman

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About slubman

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    Curious George

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  • Website URL http://slubman.info/

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  • Location Known universe > Virgo supercluster > Local group > Milky Way > Orion arm > Solar system > Earth
  1. The new UI is so much nicer, and so much more logical to use. Thank you for the work @Alshain
  2. The main window looks better imho, more organized I would say.
  3. I can confirm that the two issues I reported have been fixed in version 1.4.2. Thank you very much @Alshain. Now if I can add a little improvement request, when pressing F2, the AGM windows stays visible if they are open. It's not a big problem as now I can actually close them before activating F2, but if they could obey this keypress, would be better imho.
  4. When I open the recap window, I can’t seem to have a way to close it. And clicking several times on the R button do bring multiple such window (that can’t be closed) up. Also when clicking on the mod icon in the toolbar, multiple windows will be created. Shouldn’t this act more like a window visibility toggle ?
  5. Already posted on the bug-tracker: the missing action group to toggle Mining drills
  6. Can I correct my statement? I didn't have Simple Logistics installed in my steam install (too many installations to keep track of). Installing the 1.2.2 version in it does prevent the game to load.
  7. The fix for interplanetary patched conics and maneuver nodes changing during long burns was kind of hard to resist (for me)
  8. Hello @RealGecko I have Simple Logistic installed in my steam version (which was updated to 1.3), the mod does not work as far as I can tell. However, it does not prevent the game from loading either. That's why I didn’t bother to remove it from the installation.
  9. I’m back to my stockish KSP installation, migrated to 1.3. Starting to have a large fleet of (big) vessels, I decided I needed a space port to host them around Kerbin. A full album with some pictures from the launch is below
  10. I’m back to my stockish KSP installation, migrated to 1.3. Starting to have a large fleet of (big) vessels, I decided I needed a space port to host them around Kerbin. A full album with some pictures from the launch is below
  11. I launched my second recruitment agency in low Gael orbit. The first one having been fully used.
  12. Had issues with the landing of an ore well on Ceti. The skycrane had a TWR < 1. So, refueled the transfer stage to use it as a lander stage instead. Unfortunately, it fell once the payload was decoupled, and will be written off the fleet. According to my own gameplay rules, once an engineer is landed there, and can go next to this stage, I will be able to delete it from the tracking station. Otherwise, the Ceti Space Station is getting busy too.
  13. Started the assembly and got the IOC of the low Gael Orbit space station that will provide a fuel depot, refinery, and shipyard. An album of the construction up to this point Still in my GPP career, I also launched the first Ceti Ore Freighter. To bring 24k units of ore from low Ceti orbit to low Gael orbit and back to low Ceti orbit on internal fuel and without aerobreaking (hopefully, I didn’t really test it) An album of the first (unmanned) trip to Ceti is below.
  14. Playing in my quite heavily moded GPP career, I finished the preliminary assembly of a refueling and research space station around Ceti. Still to be added: A nuclear reactor More fuel storage Metal and rocket part storage, second science lab for rocket part printing, to have a fully functional Simple Construction ship yard.
  15. Still playing in my GPP career, I finished the preliminary assembly of a refueling and research space station around Ceti. Still to be added: A nuclear reactor More fuel storage Metal and rocket part storage, second science lab for rocket part printing, to have a fully functional Simple Construction ship yard.