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pwhk

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  1. Landed on Minmus! (Yes the landing legs are too short ) . Not very compelled to continue after this mission though, until Science comes.
  2. Built a plane. Unfortunately when I tried to land, the plane kept bouncing and bouncing and until the plane head into the ground headfirst . The plane broke into a few pieces, but at least Jeb can walk away from it
  3. 1. Sound is crazy good! 2. VAB is much easier to use. 3. Wow, just found that the Mun is adequately darkened when the sun is eclipsed behind Kerbin!
  4. Forgetting parachutes Forgetting ladders Forgetting to put the crew in Forgetting science experiments
  5. Yea Ven's does not introduce different module and parts with those chutes still recover correctly, just the VAB calculation
  6. Sorry if I don't go thru all 53pages of posts. Does this mod work's with Ven's Stock revamp? With Ven's the descend speed is ~12m/s for a typical Mk1 + Mk16 Chute setup (i.e. sole Mk1 pod with Mk16 on top), despite SR saying it will descend at ~5m/s at VAB. Looks like Ven's changed the parachute sizes.
  7. KER (mostly for dV readout), KAC, KCT, KRASH (simulator, because KCT), OPM, Transfer planner, Strategia, an LS Mod (currently on USI, but also tried Kerbalism)
  8. Because I still have lots of things left to do Because there are so many things I can do. (Just days ago I finally built my own SSTO spaceplane, and I am yet to visit Jool!) And because there are too many mods to try out
  9. Forgot to attach reaction wheels to my unmanned mission and hence unable to land on the Mun properly
  10. // Swap Crew report and EVA report biome-dependence in space low @EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]]:FINAL { @biomeMask = 23 } @EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]]:FINAL { @biomeMask = 7 } When one finds it is silly to get out to get all the biome science Note that if you apply this patch mid-game the old biome EVA reports won't get deleted.
  11. Trying to write my own contract pack due to how ridiculous stock contracts are, and revealing showstopper bugs on Contract Configurator
  12. Yes I have KCT kspv1.2_3 (which is a dev version) installed.
  13. Trying this mod and have some issues - Purchasing science appear to clash with Kerbal Construction Time. Basically I can buy a science node despite not having enough fund, and KCT is happy to add the node onto its research queue. Disabling KCT research time workarounds this. - Every time I leave the VAB I get the budget
  14. I have submitted several issues on Github when writing my own contract pack, can anyone take a look? @nightingale
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