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Everything posted by Spacepetscompany
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Spacepetscompany replied to AlphaAsh's topic in KSP1 Mod Releases
Fix is in the OP- 872 replies
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Any plans for new parts in the future? After all, you can easily fit all 3 in a KAS/KIS container and fly them to the moon.... Adding more will add a whole new layer of strategy, deciding which experiments to take along with you for maximum profit (eg: 1 Heavy experiment with high science output, and requiring some sort of recourse [science production over time?] vs 3 light experiments with small science output and re-usability potential). And it leaves room for future manned revisits to the same biome
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Spacepetscompany replied to AlphaAsh's topic in KSP1 Mod Releases
This is ATM. You need the config in the Kerbal Konstructs thread.- 2,488 replies
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Do you feel KSP is ready for 1.0?
Spacepetscompany replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
I have this horrible feeling that when 1.0 hits, KSP will become one giant wreck of garbage reviews. But we shall see, shan't we?.......... -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Spacepetscompany replied to AlphaAsh's topic in KSP1 Mod Releases
First off, there's no guarantee Kerbinside will EVER work with RSS, as Alphaash stated above. The configs are linked in the OP.- 2,488 replies
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[0.90] Kerbol Minor Bodies (1.3)
Spacepetscompany replied to Nicholander's topic in KSP1 Mod Releases
That'd probably be very difficult... I haven't seen anything in space engine of quite the shape of 67p in my 2 years now of playing it -
[WIP][0.90] Karbon Fiber: Version 0.5
Spacepetscompany replied to Nycidian's topic in KSP1 Mod Development
Trying really hard not to freak out right now. I've been wanting microsats for quite a while now, but all the available projects focusing on such seem to be...... Dead.... -
[WIP] K-Radiation (Space radiation!) (Media is up!)
Spacepetscompany replied to tajampi's topic in KSP1 Mod Development
However it is the radiation works, I can almost guarantee trying to land on Jool will break it -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Spacepetscompany replied to AlphaAsh's topic in KSP1 Mod Releases
As I mentioned literally a post ago, RSS has the capability to move the KSC. As of right now, all launch sites are subject to the same restrictions, dictated by the upgrade level of the standard KSC. In addition, new bases must be bought before they can be used in career mode. Your best bet would most likely be RSS.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Spacepetscompany replied to AlphaAsh's topic in KSP1 Mod Releases
No, but I believe RSS has something similar.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Spacepetscompany replied to AlphaAsh's topic in KSP1 Mod Releases
Kerbinside all in one comes with the rss.dll. This is why I asked in here. I'll rephrase my question then: Should I upgrade the rss.dll or use the one that comes with the Kerbin-side all in one download?Kerbinside All in one does not come with an rss.dll, neither does it require it. Once again, I suggest posting a log, and a bit more detail on what is happening. "RSS did something" is hardly enough.- 2,488 replies
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Stockalike realistic landing legs: *Drools* *looks at Beale hopefully*
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Spacepetscompany replied to AlphaAsh's topic in KSP1 Mod Releases
More detail please? A log? You aren't giving enough information. I suggest further describing your problem on the RSS thread, they'll be able to help you far more than I can. Coastal extras adds no new bases.... Just details....- 2,488 replies
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[WIP] K-Radiation (Space radiation!) (Media is up!)
Spacepetscompany replied to tajampi's topic in KSP1 Mod Development
So, uh... Hope you don't mind me asking, but what's the latest? -
MAN that looks good...... Keep it up Nova!
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Spacepetscompany replied to AlphaAsh's topic in KSP1 Mod Releases
You're out of memory. Install Active Texture Management, or cut down on mods Sorry, but Kerbal Konstructs is not currently compatible with resized planets. Really sorry, but you'll have to wait for a compatibility patch. I'm sure AlphaAsh and Medsouz are working on it.- 2,488 replies
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I hate to say this, but White Dwarfs would apear blinding white much like the sun in real life. Going by that, one might as well say the sun is green. It's technically true, but the light we see with our eyes is white, and the way we see something is how we define its color. I would also like to point out, that at that distance to a white dwarf, Wot would be completely and utterly disntigrated... Just my 2 funds there.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Spacepetscompany replied to AlphaAsh's topic in KSP1 Mod Releases
That is a known problem with Kerbal Construction Time compatibility. The mod checks if the launch site is the KSC Launch Site and if it's not automatically assumes it's the SPH. Unfortunately there is currently no fix for this, other than to allocate some points to your SPH. I'd suggest bringing it up on the KCT thread though. They may be able to help you more than me.- 2,488 replies
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Making your KSP screenshots better! [Big Images]
Spacepetscompany replied to tajampi's topic in KSP Fan Works
I've got one! My currently running career modes fist Mun landing. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Spacepetscompany replied to Ippo's topic in KSP1 Mod Releases
So what's the latest?