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Everything posted by Joker58th
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Yeah, I just noticed that too, I thought maybe I had missed some announcement earlier...
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- breaking ground
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LOL...Awesome!
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Am I first?
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@TarTi I searched around for that part you have on the end and I believe it is called a Utilitron from the old Utility Pack? I don't see that in IR Next.
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
Joker58th replied to SpinkAkron's topic in KSP1 Mod Releases
Hmm..I'm not quite following you. Here is roughly where I was at in the tree and the contracts I had completed. These screeny's are a bit after now since I moved the heat shield myself to get past being stuck. I was ready for the first orbit and return contract and was thinking if I had a parachute, I should probly have a heat shield as well. Does that make sense? Jumping from 18 to 45 science to get the .625 heat shield was quite a jump in my case. I know everyone plays differently. I lean toward not doing the KSC science hopping if at all possible. Any how, this is just for reference in case others have similar experience. By the way, I'm really enjoying this tech tree. Thanks for making this happen! -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
Joker58th replied to SpinkAkron's topic in KSP1 Mod Releases
I would like to suggest that the .625 heat shield be moved to Survivability. Having both .625 and 1.25 in Enhanced Survivability seems a bit odd to me. -
Yeah, sorry about that, my google search came here first and then I realized it wasn't the release thread. I'll post in the release thread in the future.
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Hi @SpinkAkron, I am liking your tech tree so far. I am using Science Revisited Revisited (Telemetry Report) and Celestial Body Science Editor to try and minimize the science grind around the space center. So far I'm pretty happy with the results but am still early in the career. One question, what was your thinking on the placement of the .75m TAC life support waste canister? It is located on the Life Support node and therefore I'm stuck and unable to complete the 72 hour (14 day) SETI orbit contract until I unlock this 90pt node. The TAC Supplies .75 canister is Enhanced Survivabilty. This is KSP 1.6.1 and 1.0.4 of UKS. Thanks for your work!
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[1.4+ & 1.8+] Hyperspace - Load KSP faster on HDD (or not)
Joker58th replied to sarbian's topic in KSP1 Mod Releases
Here are my results. i7-6820HQ, SSD, 16GB RAM, 81 mods. [LOG 13:24:40.853] Loading Systems: Elapsed time is 101.4828s [LOG 13:26:35.238] Loading Systems: Elapsed time is 70.92377s [LOG 13:28:41.921] Loading Systems: Elapsed time is 69.332s Hyperspace added [LOG 13:31:55.804] Loading Systems: Elapsed time is 90.33533s [LOG 13:33:33.261] Loading Systems: Elapsed time is 67.10857s [LOG 13:35:11.984] Loading Systems: Elapsed time is 68.48885s -
[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
Joker58th replied to Papa_Joe's topic in KSP1 Mod Releases
@kalmor, I'm using your recompile in my current career save and I already notice some things are working that weren't before. Debris list is accurate now, active vessel actually decays and the icons are definitely better! Sorry I don't have more detailed info but I just wanted to thank you and give some feedback. I don't quite follow what you mean't when saying KSA was incorporating this mod. What does that have to do with you updating this mod or starting your own? -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
Joker58th replied to pizzaoverhead's topic in KSP1 Mod Releases
Really like this mod. Here is one screen shot I thought was worth sharing. This was during a career science return mission. Not planned. The CSM/Stage 2 was breaking up in front of me. -
[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
Joker58th replied to Papa_Joe's topic in KSP1 Mod Releases
I think this mod is great and adds to the realism factor for those who enjoy that. I've been using the current version in my 1.6.1 career. After kalmor's post I looked more closely and saw that some debris objects were not decaying while others were. As far as I can tell all other objects are decaying but I'm going to keep a log and monitor for a while. As for the station keeping, as a test, I enabled it on one of my probes around Kerbin and it appeared to turn on and gave me a time remaining. The probe was using an LFO engine (88-M6 from RLA Reborn), no RCS. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Joker58th replied to IgorZ's topic in KSP1 Mod Releases
I’ve had two crashes so far since 1.17. I have around 70 mods installed including the current KAS. For me, it occurred while adding the new 1m container to an MK2 cargo bay. Once I restart the game and do the exact same thing it’s fine. This is on an existing career save. -
Hi linuxgurugamer, I didn't see a reply to this suggestion and was wondering if it is possible and if so, whether you would consider it?
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Thanks Jebman, I stepped away from RO 1.3.1 for a bit playing around with a 1.4.3 career. I'm sure I'll be getting back to it but I really wanted to do some aircraft stuff in addition to rockets in career mode. The resize mods just kill the realism feel of aircraft with the runway bump issues. That said, I don't recall having any issues in 1.3.1. I do use the mod extensively in my 1.4.3 career with the aircraft so again, thanks for your work on this.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Joker58th replied to Probus's topic in KSP1 Mod Releases
Yes sir. Not a huge deal though since the 4.0 version works. https://imgur.com/amXL30x https://imgur.com/VCueKkM https://imgur.com/XRvfnQV- 1,025 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Joker58th replied to Probus's topic in KSP1 Mod Releases
Hey Probus, the version of Procedural Fairings (5.0) that gets installed via CKAN for KSP 1.3.1 does not show up in the ETT. I had to revert to PF 4.0 for it to show up. Does that make sense?- 1,025 replies
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[WIP][1.3.1]KerbinSide 3.2x (looking for testers)
Joker58th replied to eberkain's topic in KSP1 Mod Development
Hey eberkain, thanks for doing these configs! I am trying to get a 3.2 scale career going and am finding there is an issue with Kerbal-Konstructs versions later than 1.2.9.6. The buildings are floating again. Are you aware of this? -
Shadowmage, I think your models are fantastic. Your mod is one of my favorites. Thanks so much! Keep up the great work! I was admiring the J-2 last night...
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Joker58th replied to Starwaster's topic in KSP1 Mod Releases
I'm still new around here but I've been around the forum enough to see the frustration dev's have with people asking for updated versions. That's what makes your comments so funny. At least to me...- 5,913 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Joker58th replied to Starwaster's topic in KSP1 Mod Releases
LOL...thanks for giving me a good laugh today. Love it!- 5,913 replies
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I posted on Github but I thought I would post here as well. I am experiencing the same problem here with jittering as described by Kobymaru. I created a rover with a docking port on its underside to lift base building components and move them around. Works really great except if the load is too heavy and/or low to the ground, the rover starts to jitter. The heavier and lower it goes, the worse it gets. I am really liking this mod for this purpose but this kind of problem kind of makes it limited to lighter loads. Also, this is KSP 1.3 with Konstruction 0.2.2.0 via CKAN
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- parts
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