mattcooperkay
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Everything posted by mattcooperkay
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
mattcooperkay replied to _Zee's topic in KSP1 Mod Releases
Just wanted to say thanks for this mod. It's brought me back to enjoying KSP again! -
Name of mod that stops parachutes overlapping?
mattcooperkay posted a topic in KSP1 Mods Discussions
So I'm sure a few weeks back I saw a post somewhere, that stopped multiple parachutes overlapping, and kept them more 'outwards' like real life. Any idea what that mod was, or perhaps I'm remembering incorrectly? Thanks -
Sorry if this is blatantly obvious, but is there any mod that overhauls the career contracts system? Logged hundreds of hours in KSP and have reset numerous times, I'm getting really bored of the 'grind' feeling alot of the current contracts have. Cheers for any help.
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do you prioritize aesthetics or efficiency?
mattcooperkay replied to Cirocco's topic in KSP1 Discussion
Aesthetics, realistic. Dont like to build too unrealistic rockets so try to build decent looking ones without much deviation from standard rocket design (apart from things like goo canisters etc) -
Any chance of CKAN integration Proot? Cheers for your hard work!
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- renaissance compilation
- visual enhancements
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So I recently downloaded Remote Tech, previously logged hundreds of hours, but I admit I'm not the most skilled (Haven't travelled past Minmus yet). Maybe I'm jumping ahead of myself but I'm wondering how I'd get a satellite into a geostationary orbit to start my satellite network around Kerbin? Here's where the orbit's at... Any advice on how I'd go about making that a stable geostationary orbit? Would appreciate any tips... Cheers
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Invalid Save fix?
mattcooperkay replied to mattcooperkay's topic in KSP1 Technical Support (PC, modded installs)
Thankyou, thankyou, thankyou! Seriously, thanks for taking your time to help... Really appreciate it -
Invalid Save fix?
mattcooperkay replied to mattcooperkay's topic in KSP1 Technical Support (PC, modded installs)
Any help??? -
Invalid Save fix?
mattcooperkay replied to mattcooperkay's topic in KSP1 Technical Support (PC, modded installs)
Nope. Gone. Forever! Completely didn't think -
So I've been a n00b and nabbed a save from my 0.24.2 install, deleted the directory and tried to use it on a fresh install of 0.25, and am now getting an invalid save message. Have tried changing version number, tried changing to persistant.sfs but no luck! Did have mods installed, but installing to 0.25 with just DRE and Kerbal Engineer. Any ideas how I'd fix this save? I've included it, just incase someone could tinker with it, I'd be more than grateful. Thanks https://www.dropbox.com/s/i5g6vlg7zdpae0v/quicksave.sfs?dl=0
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
mattcooperkay replied to RedAV8R's topic in KSP1 Mod Releases
So forgive me if I'm completely missing the obvious, but I can't seem to launch! Engines keep flaming out, saying they're liquid oxygen deprived... Any help? Cheers -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
mattcooperkay replied to sarbian's topic in KSP1 Mod Development
So for some reason, pre-launch effects aren't working? Ice falls off the rocket after launch, but nothing/no cryo visible from the enginges before or after... Any help? Installed mods are Deadly Reentry Continued, Chatterer, BTSM, and now Hotrockets (Though this happened beforehand...). Cheers for any help