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About Cornholio

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  1. It's been a while since I've played KSP (I think 1.2.0 was my last go). Before my break, I put in hundreds of hours into this game. There are a few mods to which I can no longer remember the names and was hoping that someone could help me out. One mod contains multiple science parts: Time experiment, sound experiment, and others. Another mod was a soviet space station mod that had massive solar arrays. Much appreciated to anyone that can help me out.
  2. Cornholio

    Instant Transmission

    Is there a mod that would allow me to instantly transmit data? I'm using a heavily modded save with remotetech and some mod MPL that provide higher data/science capacity. I have so much science (19.3k) that I want to transmit, but it takes soo long and will get partially to 100% and then it ceases without ever completing unless I were to retry and manage to send successfully. I see no reason to maintain the transmit science data over time based on quantity of science and would prefer to do so instantly. Any suggestions? Thanks a lot!
  3. Here's another screenshot from the same career. My first science rover to Richell finally arrived and landed safely. As you can see from the rings, I am near the equator. I am probably going to go on a trip southeast to take a dip in the ocean.
  4. Cornholio

    [1.3] - Modular Kolonization System (MKS)

    I have a large assortment of mods. If I followed correctly (definitely suspect) the option for Kerbals to 'Disassemble' and recycle items leads back to MKS, correct? Hopefully I'm posting this in the correct thread. If I send a Kerbal on EVA and click the disassemble option, the part explodes and gives me text about the quantity of MaterialKits that I could have saved, but could not because I did not have storage. This is probably an easy answer, but how do I retain these MaterialKits? Thank you anyone for your help.
  5. It has been for me in 1.2.1 (I haven't upgraded to 1.2.2 yet so can't say that far.)
  6. I haven't landed on anything (yet) but I adore this system. This is my probe establishing orbit around Iber for the first time in my heavily modded career.
  7. Cornholio

    Landing Legs Position

    That's what I thought, thanks!
  8. Meh, much expected. I'm not sure why people think that something substantial will be announced in this day and age of KSP with this dev group. There are good guys in there, definitely, but the product is basically finished and pretty well polished and a good backbone for anyone willing to mod it.
  9. Cornholio

    KSP Weekly: Refactoring Kerbal

    This is not Devnotes.
  10. Is there any cfg change that I can make to ensure that landing legs turn out like #2 instead of #1? Also, is there any functional detriment (less friction or something) to #1 vs #2?
  11. Hello, all. When you max out the tree (modded or non-modded) what do you do with extra science? I always assumed that patent licensing would be a great way to convert any science gain into $$$ (I recently learned that it's not all science that gets converted). Is there a mod that either converts all science or something niftier that I have yet to discover?
  12. Cornholio

    Large land bases

    Where is this? What body?
  13. Slightly off-topic, how does KJR compare to the Auto-strut and Rigid setting in regards to strength?
  14. This looks great. I'm interested as to what the KJR problems are. Assuming those get figured out, I'll definitely be checking this out.
  15. Cornholio

    KSP Weekly: New Beginnings

    Guys, this ISN'T Devnotes any longer. I'm definitely not defending squad, but please don't expect it to be dev notes. They quite strategically renamed it KSP Weekly where they can spew the same non-committal information. There's absolutely no hint at content update for this game and the kerbal tea leaves are suggesting that things are on their way out with all of the departing developers. But for what it's worth, there's still the modding community to supplement the absolute best version of the game they've ever produced (PC strictly speaking).