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KraterKreator

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Posts posted by KraterKreator

  1. @DirtyFace83 These are great. They all look really kerbal in very funny and interesting ways. Good job!

    But, the Mexican flag... a hat? Really? I would suggest an image of a Kraken grappling a kerbal vessel. Kind of like those images with sailing ships.

    Your decals and badges are great too. Thanks for putting this together.

  2. On 8/9/2019 at 6:59 PM, Kerbas_ad_astra said:

    I've finished disentangling Ven's new parts from the revamps to stock parts; if you just want the new parts, you can delete the "Squad" and "PathPatches" folders, and for just the revamps, you can delete the "Part Bin" folder.

    I hope this will be the final commit before I make a proper release: https://github.com/Kerbas-ad-astra/Stock-Revamp/tree/KSP_1.7

    @Kerbas_ad_astra Thanks for keeping this up! I followed your link but I can't find a download link to versions 1.12.0 or 1.13.0.

    I recently transferred my save from KSP 1.6.1 to 1.7.3 and all my solar panels are dead (frozen and no right click menu items). I'm hoping your latest version of Ven's could be the answer. Thanks.

  3. On 2/6/2019 at 9:45 PM, Ger_space said:

    Fist: kk by itself doesn't contain any bases, so this bug report should go to the thread that the base is from.

    Round range can be Kerbin Side or Kerbin-side remastered. 

    I added a toughness modifier to the configs, so buildings can be made more resistant, it only needs some more time until the mods catches up. 

    Of course. Sorry about that! I'm using Kerbin Side Complete continued for 1.5.1. BTW. Thanks for updating that as well. Maybe I'll try and see if I can do something about it...

  4. Hi @linuxgurugamer, I want to use this mod but CKAN shows that it is incompatible with SETI-CommunityTechTree. I'm no expert in how mods work together. I haven't seen this conflict in other part mods. Is this an insurmountable conflict?

    Thanks for maintaining this mod. I'm getting ready to start a space station building campaign and I've been hoping to incorporate these realistic-tech parts.

  5. 7 hours ago, SQUAD said:

    We improved the burn time indicator by recalculating based on dV and not acceleration. We’ve also added a staging indicator that shows which stages contain the dV needed to complete each part of the maneuver. This will show a red section at the end if there’s not enough dV in the current vessel to complete that maneuver. We’ll continue looking at ways to leverage this dV information going forward. In the extended mode of the burn time indicator two extra lines are shown, allowing you to adjust how much time you want to spend burning before and after the node during the maneuver as well as showing you a countdown for when you need to start burning fuel to do so.

    YES!

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