forsaken1111
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Everything posted by forsaken1111
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
Maybe the contract was for an impact probe? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
forsaken1111 replied to bac9's topic in KSP1 Mod Releases
What real-world technology are the big power generators based off of by the way? With the shift towards realism it would be nice to know what you guys have in mind for power generation as currently it's just an oversized magical RTG- 4,460 replies
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- spaceplane
- b9
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[1.12] Extraplanetary Launchpads v6.99.3
forsaken1111 replied to taniwha's topic in KSP1 Mod Releases
Seems to me that the easiest way to ensure your craft fits inside the shipyard superstructure is to build it inside that superstructure in the VAB when designing it and remove the shipyard bit at the end. Does that make sense? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
Maybe I'll give it a try then. I have FAR installed and I suspect I'll have a few design iterations which will result in liberal application of wreckage to the runway area as I am playing an 'ironman' career mode with no save reverting. I'd really like to just turn off the aircraft survey missions for kerbin. Flying around kerbin isn't terribly interesting to me. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
I had a contract (which I did not accept) last night which wanted me to do an aerial survey a point near the KSC. The target altitude was ~24km. I had only just unlocked the basic jet engines. is that even possible? -
I wouldn't care one way or another if you added an hour for 'moving the craft to the launchpad'. I'd likely just warp past it. I don't see that it adds anything to the gameplay. Realism for the sake of realism shouldn't be the goal. Realism for the sake of enriching gameplay should be. To quote someone on these forums, if absolute realism were the most fun we could have then everyone would be playing outside.
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Kethane Plant (grow kethane in space)
forsaken1111 replied to grimmer87's topic in KSP1 Mod Releases
Wizards. /10char -
[1.12.x] Freight Transport Technologies [v0.6.0]
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
The problem with the outrigger is a stock KSP bug. You can get around it by attaching stuff to the center node FIRST and then attaching things to the outer nodes. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
forsaken1111 replied to ferram4's topic in KSP1 Mod Releases
And today in the Kerbal News Network, chief sciencers have determined that the universe is indeed a simulation in progress on some unfathomable alien computer. Unfortunately that computer seems to have been constructed with substandard components, resulting in our universe offering inconsistent approximations of physics.- 14,073 replies
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- ferram aerospace research
- aerodynamics
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[WIP] Karbonite Plus (K+) - a Karbonite Expansion
forsaken1111 replied to RoverDude's topic in KSP1 Mod Development
Because I know he'll ask: What KSP version are you using? Do you have any logs? Screenshot of your GameData folder and your USI folder? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
forsaken1111 replied to bac9's topic in KSP1 Mod Releases
Unfortunately the authors have stated several times that they mod for themselves, not for the users. Because this is the way they like it, this is default behavior when you install B9 now. I think it would be a far better idea to include the stock changes as an optional MM file, but if you want to remove them you must go in and delete the MM file that affects the stock jets.- 4,460 replies
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[24.2] Karbonite Ongoing Dev and Discussion
forsaken1111 replied to RoverDude's topic in KSP1 Mod Development
I can't speak for RoverDude but as a user of many mods, anything you can do to reduce part count/clutter would be fantastic. -
Kerbal 4X: inventory and scavenging
forsaken1111 replied to SiriusSam's topic in KSP1 Mod Development
I don't really think anyone would mind you guys talking about mod development in a thread under the mod delevelopment subforum... -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
Not arguing that, but the assertion was that it is 'impossible without mods' which is just not true. Difficult, sure. Impossible? No. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
I've yet to come across a satellite mission I was unable to do without external tools. Some map rotation and visual lining up of maneuver nodes is all it took. Some of them took some extra trimming once I got close but not quite close enough, but I haven't failed to complete one yet. -
Is this the appropriate place to post a feature request? After using this with FAR installed I was thinking it would be nice to have a 'target speed' option on the spaceplane module so I could have mechjeb handle my throttle to try and keep my airspeed below a certain mark. FAR tends to rip craft apart if you go too fast or angle too heavily away from the direction of motion and I am awful at keeping my attention on throttle control.
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[WIP] Karbonite Plus (K+) - a Karbonite Expansion
forsaken1111 replied to RoverDude's topic in KSP1 Mod Development
Yep, because there is none at KSP. It only exists at a few specific places. -
[1.12.x] Freight Transport Technologies [v0.6.0]
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
The program crashes at startup? Do you have many mods?