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Blind Test Pilot
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[1.5] KOOSE mini reentry pod aka escape pod
Nuterrone replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Now this is what I call epic gamer content! -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
Nuterrone replied to Poodmund's topic in KSP1 Mod Releases
Holy fudge this update works great! Thanks for maintaining one of my favorite mods, my guy! -
Oh well, somewhat unfortunate since I'm not interested in getting any DLC as of now. I guess patching will have to do until I change my mind. Thanks for having worked on the mod!
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Nuterrone changed their profile photo
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Got 4k science in a single mission on Minmus. It's the first time landing there in my very modded "Hard Career" play-through, and because the trip there is relatively slow, I didn't want to waste time going there again. I definitely didn't get as much science as I could, but 4k is just about enough to satisfy my ego!
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I wonder how some people managed to not notice the final winking emote and how it meant something. Either the fact that the mod was getting "pseudo-implemented" in the most recent DLC or the fact that he'll sometime in the future make a new iteration of it... but hey, that's just a theory.
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Nuterrone replied to JPLRepo's topic in KSP1 Mod Releases
This is beyond useful! Many Kudos! -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Nuterrone replied to tomek.piotrowski's topic in KSP1 Mod Releases
Ok, I know this might sound like a stupid question and ... stuff, but I haven't been able to find the answer I was looking for anywhere else (including the mod's wiki and the great flatlands of Google). Here goes: What does the "hailer" do, when is it useful and how do you use it exactly? EDIT: Found out my many questions were raised because it's literally not part of Remote Tech, but of ESLD Jump Beacons. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
Nuterrone replied to Poodmund's topic in KSP1 Mod Releases
I am 99.9% sure such a thing wouldn't be possible without a mechanism to "inject it", like a mod such as Kopernicus. Unfortunately, that's the current state of affairs and I doubt there'll ever be a "Create a custom planet" option in stock KSP due to all the things that would go into it (science values, biomes, descriptions, textures, heightmaps etc.).