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    Orbital Mechanic

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  1. True, but if they're considering any changes or clarifications, I'd hope that they might consider pushing back the implementation of the new EULA to allow for said changes or clarifications to be shared, and perhaps they'd even elicit community response (or at least some community leaders, i.e. influential mod makers) to those changes. That'd be nice, don't you think?
  2. Dear @ferram4, Did you ever expect that by releasing FAR, you'd end up teaching classes in the forum thread?
  3. It could be worse, they could have it in but identified incorrectly. Dancing Raisin Engine, anyone?
  4. That's what it does, but you gotta get below 20 or 21 km altitude (whatever the height is that KSP deletes the craft). You were ALMOST there. Almost forgot to mention - you'll need heat shields if you're going orbital velocity or faster, or SR will decide you've burned up instead of being recovered.
  5. I think that's a cool idea! It would probably be best as a mod for Telemachus, to tell it when to turn on and off (or even affect your data rate) based on your connection staus. For voice comms, you'd need a voice chat application that would respect a status setting of connected or not. (Ooh, and it would be great if the voice comms would also add a simulated lag delay. But probably out of scope for RemoteTech itself...
  6. Are you using a fairing, and if so, is it a stock fairing? See the instructions here for how to find the right log file:
  7. I suspect Claw will need more information to be able to help, or to figure out what problem is occuring. Have you looked at: But I'll start with these questions: What other mods do you have installed? Do the other mods work without Stock Bug Fix Modules installed? Which Stock Bug Fix Modules are you using? If you are using more than one Stock Bug Fix Module, can you isolate the issue you are seeing to a particular one?
  8. I'd suggest you try KAC, since that was the last version released for KSP 1.1.2 KAC is for KSP 1.1.3
  9. Are you sure you meant The latest version of KAC for KSP 1.1.3 is
  10. @magico13 I just thought of something. I know you've mentioned deprecating the KCT simulations, though I, and perhaps others, still like them BUT I can also understand the desire to focus KCT in on its core activities. It's easy to see that flight "simulations" are peripheral to that, even it's nice to have them when using KCT. SO I've got a crazy idea here. What if, instead of just killing the simulations off, you just separated them into their own mod that (perhaps) integrates with KCT? That might allow for more options. Worst case scenario, if you didn't want to keep updating it, it would make it easier for another developer to take it over. I know some devs might not like the idea of splitting up their mods, but I like to think that you might be open to this as another option. ETA: (Of course, I don't know how tightly integrated it is now, nor do I know how difficult it would be to unwind it rather than just killing it. Obviously, that would be a prime consideration.)
  11. I'm pretty sure RemoteTech doesn't add contracts. HOWEVER, I am pretty sure the following mod does:
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