Mars Mullo

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About Mars Mullo

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    Spacecraft Engineer
  1. I can vouch this works. Well at least I have it installed and running so far. Thank the maker as I just can't play KSP without this seemingly fair play mod. I have no idea where you keep that zip file usually but thanks for adding it in post ... I have just up dated from 1.0.5 to 2.2.2 ... and I really needed KCT. it helps my own narrative in the game.
  2. Top job team. Just installed the latest update via CKAN. Which has been the first via that site for a long time. What can I say .. space telescopes... there cool.
  3. Indeed it does work. However in Ckan it will show up as being compatible up to version 1.1.2. So you will need to download it and install it manually. Ckan will then show it as a autodetect installed version in your Ckan list. This means if ther is any consecutive update you will have to update it manually. Which kind of defeats the purpose of Ckan.. but at least it is n your list of mods. Which in my opinion is well worth it.
  4. Would it be possible to have the web page link in CKAN updated to this web page please. I had to navigate through 2 old web page thread thingies to get to this one where the 1.1.3 version is on the OP. Cheers.
  5. Thank you very much. I understand that the work in modding is not just in creation. And some users may feel a bit worthless in that we can't contribute more. But all the same I really am very thankful for your mods and thankfull you can answer my questions. I wil tootle offnow and update and maybe move my slow game to 1.1.3 ... cheers. Stage recovery is not in CKAN. But I will grab it from GITHUB and manually put it into gamedata. Thanks.
  6. Hi Magico13. First a big thanks for your superb programming mods. I use your KCT, SR, Magicore and Field experience mods. I was wondering when Field Experiance and Stage recovery will be updated to be compatible with version 1.1.3? I use CKAN and it still shows them as being incompatible. I am still running my hard career mode game in 1.1.2 and a patiently waiting all the mods to upgrade. I'm wondering if your mods are up to date but perhaps CKAN doesn't recognize it? Basically .. I don't know so am asking.
  7. Hi, Thanks for a great mod. Just to let you know if your using CKAN it will advise to update to 7.4.6 even if your current install is KSP 1.1.2. I got caught out by this with some other mods that updated thier mod for KSP 1.1.3. So you can end up with a mod that doesn't work in 1.1.2. I had this problem with Kerbal Alarm Clock. Now I can't revert back to a 1.1.2 version to use in 1.1.2. I'm kind of waiting for for all my popular mods to update before running the KSP 1.1.3. Yes I have three installs on CKAN. Actually your 1.1.3 version only shows in the KSP 1.1.2 compatiblity list in Ckan not the 1.1.3 list. Is the Meta correct?
  8. Quick question.... Am I going mad or did this brilliant mod originally come with a separate nose section containing RCS thrusters and a built in docking ring? Or am I confusing this with another mod? Also .. why is the base curved if it has no ablator built into it? Most heat shields have a flat fitting base.
  9. Thanks. I'll try that again.. but I'm pretty sure the chutes just do not function at all using the stage command. In fact I'm certain ... but I will try again.
  10. Help with KOS and real chutes please.? I'm sure I'm not the only one having trouble with this, so I'm asking. How in KOS do I stage chutes to open, without using action groups? (playing career mode so no AG's except lights and brakes.. which I use for comms instead) Currently using stage command which decouples stage and fires engine. Anyone in this forum know?
  11. Thanks Suderv21... I'm yet to get back to roverng on the Mun in version 1.4.0.. or whatever we are up to. looking at trying to use KOS soon too so hopefully can make an autonomouse rover. I use the tech mod too so signal delay is an important factor.
  12. Yeah the heatshield caught me by surprise... wow my craft burned out of ablator in ten seconds and blew to smitherines.. I am definatly reinstating an older save file and changing the craft MM code. Thanks. Perhaps you should just remove the HS from the pack. Safer that way.
  13. I'm having trouble understanding these too. I launched several satelites and the rockets were the same except that some had three of the smallest radiators on them. The returning rocket stage into atmosphere were all burning up and destroying on contact with water. Of note the ones where I had three radiator pannels survived the atmosphere... but he Swivel motor was blowing up. The swivel was reaching very high temperatures.. 2000 degrees plus. The radiator panels were at the opposite end of the rocket. About two long 1.25m tanks away) I think if i had them closer to the motor end it might have survived. I had three fins and they survived.. but the swivel motor didn't acting as a heat shield. I was entering art speeds of 2300m/s. I always use the ofset tool to pus the flush pannels closer to the tank to look better.
  14. I have noticed that all the results from the Optimal Kerbal rocket design web site have multiple Thuds as a cheaper or most cost efficient option. Typically requiring odd numbers of them.. 5 or seven per stack of seven tanks ... basicly making a big multiple burning rocket pair. They work very well. And are CHEAP.
  15. I have noticed that the K@ pod although installed does not load in 1.0.4 at all. Although I'm unsure if this is a CKAN thing or if I need to manually install it. I had to re install my save file into 1.0.4. It is definatly listed as compatible in the CKAN list