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Everything posted by Boamere
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Boamere replied to dtobi's topic in KSP1 Mod Releases
Woo! Thanks Dtobi -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Boamere replied to dtobi's topic in KSP1 Mod Releases
Yeah this happens alot doesn't it, it's like the asteroid has a larger hitbox than the model -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Boamere replied to dtobi's topic in KSP1 Mod Releases
Awesome I'm glad you are making an update so quick , I also like how you said "Im sending an expedition", it made me think of kerbals going on a camping trip -
Good Idea! I'm constantly flipping out when using the linear areospike because of that.Also did you do a biology exam yesterday?? or are you from another part of the country(or world )
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Boamere replied to dtobi's topic in KSP1 Mod Releases
Actually I just experienced it ; I released my advanced grabbing unit and tried to re-dock, but the button said "release" instead of "arm" so I pressed it and it did nothing, so I reloaded, on reload I got absolutely bombarded with Nullreference exceptions and my game lagged up, then when trying to revert flight it wouldn't work, so I tried going to the space centre, that didn't work either, so I closed ksp (using task manager) and here I am now -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Boamere replied to dtobi's topic in KSP1 Mod Releases
This sounds really irritating, is nothing showing up in the debug when you try and re"dock" with the asteroid? -
Same here Also I love the fact that you can spin the torus and give them artificial gravity
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Hmmm that's odd, I really don't know what could have gone wrong.... :/ Unless it did pop up and you just didn't see it? maybe? probably not. You might want to try reloading the game one more time and if there's no window you'll probably need to speak to the current owners of the mod. Sorry I couldn't help much
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After some testing I can say: It gets up to very high speeds if you let it run for a while! Like 20m/s and if you turn it while this happens it flips over, even if you have sticky feet on! So Baha I suggest limiting it's speed, also by the looks the legs are actually wheels, because if you let the crawler stay still it will start moving on it's own (like rolling wheels) it will even "run" up hills on it's own accord! But I don't think that is "fixable", other than that this is excellent!
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[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
Boamere replied to FW Industries's topic in KSP1 Mod Releases
Cool! (Toll!) -
[1.0] StripSymmetry - remove symmetry (v1.6 - 2015-04-28 20:20 UTC)
Boamere replied to Biotronic's topic in KSP1 Mod Releases
Ehehehe I'm going to be testing this out! Looks coolio! -
Well it all seems to be working now apart from the fact that I wish there were more mission packs (like ksp interstellar integrated ones!) and there's this one problem with the sandworm civillian pack, I can't use fuel ; I have to use ion engines which cost 50 000 Credits, so there is no point doing those missions, because the reward is too low.... but I think they are old right, so they haven't been updated?
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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
Boamere replied to stupid_chris's topic in KSP1 Mod Releases
Man, Chris you had to do that to you profile pic didn't you? XD Now I feel my soul being drained out by Gunter all the time -
can someone explain how this mod helps with shuttles (or at least how to use it)? I had the boosters on my shuttle more powerful than my liquid engines (so it would flip booster side on top), but when i activate auto trim on my liquid engines, they flip the whole shuttle engine side up... I feel like I am missing something very simple (Minor edit: when I try to make a shuttle without solid rocket boosters it still flips out like crazy, any help?)
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Huh can someone help me out with recycling? (I have it researched) I had a large bottom stage with 4 realchute parachutes on, set to land at 6m/s and i decoupled it in space (is this the problem?) and then I circularized my orbit and time-warped until I saw it fall onto the planet, but when it did, I got no money back, is this because I decoupled it out of atmosphere? This happened again when I was re-entering, my stage went 24 km away from my probe and disappeared when it hit around 24km up , but again I got no money, am I doing something wrong?
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RLA Stockalike v10 released 11th August
Boamere replied to hoojiwana's topic in KSP1 Mod Development
Anyone know what happened to the original mod author, he was developing a new version if I remember correctly?