Rocket88

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About Rocket88

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  1. @magico13 I really got to say I enjoy Editor Time mod, It is in a way more realistic then KCT. Not that KCT is bad, But more complicated builds equal longer build time with Editor Time. Definitely forces you to build all systems for Orbital or Surface station in advance as NASA would hopefully due if your using a life support mod. I am currently using 1 hour vab time equals 6 Kerbin Days, Which seems to work pretty well. Thanks for all your work on this and all your other mods.
  2. @linuxgurugamer Is there any way to Remove Hot Key, I use Precise Editor and "P" is used for opening that and there is no way to change it in precise editor. I figured that would also solve typing"P" in description issue in which I read a couple post up. I'm not opposed to just clicking Icon. Thanks for all your hard work on keeping these mods alive.
  3. Thanks for reply's. Honestly now that I think about it I could easily just set a timer to activate Altimeter Module after it passes 75km descent or have 1 Altimeter set at 75km descent (Mun) activate another Altimeter set to 75km descent (Kerbin) that is linked to the action groups. Just a little Pre Planning, That is why I love Smart Parts so much makes you think about craft design. So Body option is really not necessary. I am sure you have other projects way more important. Thanks again for all your work, a lot of mods would be forgotten with time if you did not keep them going
  4. @linuxgurugamer Not sure if this has been asked or even possible but it would be nice if Altimeter module could be set to a reference body altitude. I designed a prob to have its parachute deploy, engine decouple, and antenna retract at 75km descent thinking it would above Kerbin, Much to my surprise as I flew over the mun in sub orbit with a PE of 58km it triggered at 75km rendering my prob space junk as I watched my only propulsion get ejected into space. Thanks for keeping this awesome mod up to date i appreciate all the work you do for the community.
  5. Im sure its been asked before, but do you need to start a new game to use Karbonite Plus. Thanks
  6. I was curious of how you set the funds penalties slider when using above set up.
  7. @severedsolo Thanks for quick reply and this answers my question.Thanks again for awesome Mod. Makes career a lot more fun and less grindy on higher difficulty settings
  8. @severedsolo On New Career Difficulty setting Hard and MB Setting Default. If I Click on "Allow Other Launch Sites" in Game Settings Current Cost in MB goes from $42000 to $122000. Game Difficulty sliders and MB "Base Cost For Other Facilities (non Stock)" Slider will not change Current Cost. I also changed MB cfg. and cost remained at $122000. Only after clicking off "Allow Other Launch Sites" does it revert back to $42000 Is this intentional or bug, Thanks for awesome mod
  9. @RealGecko First of all let me say thanks for awesome mod I really appreciate all your hard work. Is there a way to disable biom info when in the map view? I have not scanned the planet for biom info and it feels like I am cheating being able to wave the mouse around and gain the info. If not I will refrain from using until I scan, No big deal. Thanks again
  10. Any suggestions for setting science percent slider if useing ETT and dmagics Orbital Science?
  11. Thats all it was, and thanks for quick response. Thanks DStaal and dboi88
  12. I have a problem with the akita wheels just spinning on the runway and the rover will not move, I tried disabling auto friction still not working. Only mod running on clean install Construction Version 0.1.8 from CKAN I also had problem before I uninstalled it, With MKS/OKS Duna Modules legs being extended suddenly on launch on runway causing module to fly in the air .They were retracted before launch in SPH. Not sure if related. I'm sure its isolated problem on my end. Thanks for your help.
  13. Wheffle, Was wandering what your thoughts were about adding contracts for scanning planets. Awesome mod, Thanks for all your work