gunt3rgam3r

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About gunt3rgam3r

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  1. Just fired up 1.7 for a few hours. I gotta say I'm really impressed with this update. Loving the new Kerbal engineers-esk display, but my happiest surprise so far was flying one of my early airplane designs. There was definitely a lot less 'jitteryness' and more stability in flight, and the runway bouncy was gone! Still early career and lots remains to be tested, but first impression is that this is a fine update.
  2. @gap I do that all the time. If you click the craft in the kct queue (next to the name is a button) select 'edit craft'. This will take you back into the VAB to make adjustments and recalculate your build time. Once your done with the adjustments, in the VAB you want to click 'save edits' button on the kct window rather then the launch button. This will place the craft back in the queue with the new build time, and return you to the space center view.
  3. gunt3rgam3r

    [1.3] - Modular Kolonization System (MKS)

    Gotcha! I thought that might be the case and I just never noticed. Thanks for the great mods!
  4. gunt3rgam3r

    [1.3] - Modular Kolonization System (MKS)

    Thx for the response, nope I don't have kopernicus installed, but that is good to know...some of my other saves do. Dynamic battery storage was my first thought, that's why I tried the clean installs without and still got the bug. So it is a thing, electrical charge catch-up, I didn't remember it wrong?
  5. gunt3rgam3r

    [1.3] - Modular Kolonization System (MKS)

    Hello all, As always thank you so much for this mod, after KER and KIS/KAS the USI suite is always the next one added. I recently made a battery only craft to complete a one week orbit of Kerbin. It has been awhile since I made such a craft and I noticed that the electrics were not 'catching up' like the supplies were. I know that stock does not calculate electrical charge on an unloaded vessel, but I was sure that MKS did add some code to do this, just like the supplies do. Am I mis-remembering? To confirm it was not a mod conflict, I tested on a clean 1.4.4 install and a 1.3.1 install...I could be this was never a feature. It is rare that my craft do not have some form of electrical generation.
  6. gunt3rgam3r

    [1.7.x] Mark One Laboratory Extensions (M.O.L.E.)

    This has happened to me before, I'm fairly certain that it is a mod conflict with one of the other mods I was running. The most likely ones I figured were the USI MKS mods or perhaps station science conflict.... Never did track it down, I would suggest doing mole on a clean install to see if it is actually a mole mod or a mod conflict problem.
  7. gunt3rgam3r

    [1.6.x] Monthly Budgets 4.10 (31/03/2019)

    Going to start a new career save with monthly bugets mod and kct. For any players that have done that are there any suggestions for game settings/ kct settings? Is it pretty well balanced with the kct default settings? Thx for the input...
  8. I installed it yesterday and it seems to be working fine. I am getting more wobble then normal, but that is probably my aircraft design and not the fault of the mod.
  9. gunt3rgam3r

    [1.5.1, 1.4.5, 1.3.1] RemoteTech v1.9.0 [2018-10-29]

    I'm sure this has been asked elsewhere, sorry for the double post. What is the preferred setup for remote tech with regard to comnet? Should you play with comnet selected on, or off? If you change the various settings like there dsn percentage, does that affect remote tech at all? Does remote tech use the comnet ground stations for kerbin? Thx for maintaining this great mod.
  10. gunt3rgam3r

    [1.3.1] OpenTree - v2.5 (25/1/2018)

    Just downloaded your mod and am trying it out for the first time. I love the ability to choose between manned and unmanned from the start! What you were describing above about testing and upgrades sounds alot like the test flight mod implementation in rss/rp0. Looking forward to trying those ideas soon.
  11. gunt3rgam3r

    [1.7.x] Mark One Laboratory Extensions (M.O.L.E.)

    Have u tried a 'prune' using janitors closet...that should do exactly what u need
  12. gunt3rgam3r

    Why are people against mods?

    I generally have two ksp installs that I play, my stock-alike campaign and my heavily modded one. The big downside of the modded campaign is that it is more unstable then the stock one. I do encounter more slowdown, crashes, and save game corruption in those saves, but that is the price of having real fuels, awesome animated parts, and full fledged bases with life support. I am just happy to have a game stock or modded that I still enjoy playing for over two years still getting updates! As a lifetime gamer, I know how very rare that is. Games seldom last that long before the developers abandon them, and then the sad choice is modded or vaperware
  13. gunt3rgam3r

    [1.2.2 / 1.3] Career Evolution Contract Pack

    Pretty sure the devs bundled a rebalanced version of this mod with rp0 I'm sure those are balanced better for rss
  14. gunt3rgam3r

    [1.3] USI Life Support [0.5.0]

    I'm Glad some of your are asking about USI and RSS. I am starting to play around with rescaled systems and I was wondering how USI handles that. For example does the day display on the USI gui reflect a rescaled day, or a standard kerbin day in a modded install? In other words if my kerbal has 1 day of life support is that 6 hours, or 24 hours. Love the mod and thx for all the help
  15. Thanks so much! Just found this mod last week and love its simplicity and usefulness. The <> bracket fix for launch screw ups would be an awesome addition!