Cornholio

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About Cornholio

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  1. 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.
  2. 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.
  3. It has been for me in 1.2.1 (I haven't upgraded to 1.2.2 yet so can't say that far.)
  4. 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.
  5. That's what I thought, thanks!
  6. 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.
  7. This is not Devnotes.
  8. 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?
  9. 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?
  10. Where is this? What body?
  11. Slightly off-topic, how does KJR compare to the Auto-strut and Rigid setting in regards to strength?
  12. 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.
  13. 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).
  14. Hello. I searched through several pages trying to find the answer to my question but may have missed it. Regardless, I want to say that @Nertea I love your engines, the models and textures are 2nd to none. While I totally respect the change in style of engine to include reactor (I am using most of your NF addons), I would prefer not to use them with stock or even your engines at this time in my current save. I have multiple active vessels with your engines and the NERV and would prefer not to break my save with any change. I am just looking to go from the reactor/heatgen/ecgen to just LF consumption. Thanks to anyone that helps and sorry if I missed a (probably obvious) answer somewhere else.
  15. Some points I would like to make: 1. This is NOT DevNotes and hasn't been for a while now. Don't expect it or call it that. 2. KSP is in the best state it's ever been in and it's not even close. 3. There is no strong argument against localization. 4. Localization could present new problems but so could adding a new feature. 5. I have been fairly critical of squad for as long as I've played (0.18), but right now the knock against them is of not being vocal about development when in the past it was about completely game breaking bugs (memory leak when switching scenes) 6. The developer/community that you knew for a while was special and most likely a thing of the past.