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Everything posted by majNUN
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
majNUN replied to Paul Kingtiger's topic in KSP1 Mod Releases
US batteries don't seem to have an electric charge out of the VAB in 1.9.1.- 1,532 replies
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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
majNUN replied to stupid_chris's topic in KSP1 Mod Releases
Thanks for the update. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
majNUN replied to stupid_chris's topic in KSP1 Mod Releases
That's right dude - it's totally up for grabs. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
majNUN replied to stupid_chris's topic in KSP1 Mod Releases
... and the dev said: This clause expires if I happen to be inactive (no connection) for a period of 90 days on the official KSP forums. In that case, the license reverts back to CC-BY-NC-SA 4.0 INTL. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
majNUN replied to stupid_chris's topic in KSP1 Mod Releases
Stupid_Chris hasn't been on this forum since Sept 10 last year, so by his own conditions, this mod is totally up for grabs. -
Fly by IVA (Yeah - I'd Buy a DLC for This)
majNUN replied to majNUN's topic in KSP1 Suggestions & Development Discussion
It's not easy to move around a capsule. However, in the mod, you could change seats if you have a Kerman in the chair. Other than that, you can look around much as if you were a pilot in the seat. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
majNUN replied to stupid_chris's topic in KSP1 Mod Releases
Out of curiosity, is anyone getting lag with RealChutes in the VAB? -
Hello everybody! I would like to be able to fly IVA in stock. The IVA needs more love, more information, more toggles, switches, knobs, and warning lights. Essentially I want to be able to do something like this in the stock game: Video here I had this mod in the past, but Squad has depreciated the particular command pod used, so the future doesn't look bright there. And while @MOARdV is developing a new mod, this should really be stock.
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Next DLC will be the Last DLC?
majNUN replied to Mukita12's topic in KSP1 Suggestions & Development Discussion
All things considered, I don't mind buying DLCs as long as improvements to the base game continue. I bought KSP as early access, and when it left early access it still looked (and still kind of looks now) like it should be in early access. Sure the company needs to make money, but I'm pretty sure they've made huge amounts already - but where was it spent? New office decor? My biggest complaint is the severe lack of soundscaping in the game - the silence is deafening. But from looking at the advertisements used by Squad, they seem to heavily mod their own gaming experience to the point that it seems they've forgot what is really in the base game and what is not. Every time they release an update, I play vanilla to see what it's like, then I immediately search for my mods like an addict looking for a fix because reality is too harsh. Take away the mods and the game isn't that shiny. Admittedly, the DLCs polish a bit. The game has been out for a few years, and I've seen some good mods and modders come and go. I don't think @linuxgurugamer (God grant you a long life!) can adopt and support all the mods when abandoned. Does KSP have the staying power of Age of Empires? Honestly, I wouldn't mind seeing Kerbal Space Program 2 come out if it was done right. And I would probably pay for all the DLCs again - just ask Stardock. (Not to mention that Maxis probably conspired with my daughter to empty my wallet twice - once for The Sims 3 and second for The Sims 4!) -
I have non-responsive everything in the MK-1 pod. Is anyone else having this problem?
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[1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)
majNUN replied to rsparkyc's topic in KSP1 Mod Releases
Dead mod? -
KSP Loading... Breaking Ground under the spotlight!
majNUN replied to SQUAD's topic in KSP1 The Daily Kerbal
I wonder if there are robotic sounds, or if sounds are being overlooked yet more. -
So is soundscaping going to be a DLC as well?
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- breaking ground
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Hello. I stranded Valentina and Bob in an elliptical orbit around Kerbin (not enough fuel to get home), and so sent Jeb and Bill to refuel. At around 200m approach, Val and Bob just disappear. Looking at the log file, I get this message: I've got a 1.87m Service Bay stuffed with science experiments on Val and Bob's ship. I'm wondering what all this means. Also, the whole Kerbal system disappears after Val and Bob - although I can go back to the space centre (which is in perpetual night since the sun is gone). Val and Bob are listed as being on active duty, not MIA. Picture (notice Val and Bob are upside-down, ship is gone):
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
majNUN replied to NecroBones's topic in KSP1 Mod Releases
Should these files be empty? FuelTanksPlus\Probe\000_TPtankP_MM.cfg FuelTanksPlus\Size0\000_TPtank0m_MM.cfg FuelTanksPlus\Size1\000_TPtank1m_MM.cfg FuelTanksPlus\Size2\000_TPtank2m_MM.cfg FuelTanksPlus\Size3\000_TPtank3m_MM.cfg -
Nice little mod. Is it not being updated to 1.4.x?
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
majNUN replied to BigNose's topic in KSP1 Mod Releases
I would prefer a single configurable part. This is not just a great aviation light mod, but it's a great light mod in general, and being able to adjust the light colours would be a fantastic development. I eagerly look forward to the update. Thanks for the work!- 799 replies
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totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
majNUN replied to Nertea's topic in KSP1 Mod Releases
Hello @hab136. I took a look at your issue in which you list the values for the large PXL-CRG-1 Logistics Module as: 571.3 Food (3y 287d)37.8 Water (159 d)57831.9 Oxygen (3y 287d)480.9 Waste (33y 406d)52.0 WasteWater (171d)49954.4 CarbonDioxide (3y 287d) So, this is what I get: You can see that with a crew of 1 - she or he gets almost 74 years worth of supplies (in the picture, I'm using a ModPod Crew Cabin because it doesn't have any life support, so the values you see are only from the container). These are calculated at TAC-LS default values. To get these values I was working from the smallest 2.5 module, the PPD-CRG-3, which I guessed to be almost twice the size of the standard 2.5 TAC-LS container. The cfg file for the PPD-CRG-3 says it has a volume of 3750, so I made some ratios and calculated what the container might hold. The resource values for the station parts are calculated according to part volume. @JadeOfMaar suggested to have 2/3 resources and 1/3 waste, which I tried to proportion as best I could. In a similar sized tin, TAC-LS will give you about twice as much storage for the wastes than the resources, so if you really want to store your crap you might want to use TAC-LS parts. @hab136 - You did get the patch, yes?