GerAseR
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GerAseR started following [1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
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Hi @linuxgurugamer could you add alerts based on contracts? Example: Magneto Scan ist maxed out so 0% science, but if a contract pops up an wants a new scan to transmit or return, it would be nice if i would get a new alert based on the contract goals. Possible or did i miss something in the settings?
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
GerAseR replied to _Zee's topic in KSP1 Mod Releases
Yes, please! -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
GerAseR replied to _Zee's topic in KSP1 Mod Releases
I did that contract with two boosters and a lot of the small fuel tanks, splashed into the water with the last stage not decoupled, no heat shield. Worked for me, sure we ware talking about the same contract? There are a few that sounding like they are the same, just little differences -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
GerAseR replied to _Zee's topic in KSP1 Mod Releases
@_Zee i started a new career and it goes pretty smooth, nice work! Just played a few minutes to see what contracts you created. Maybe a bit too much "moar boosters" in the very beginning. Did you also create some rover contracts? -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
GerAseR replied to _Zee's topic in KSP1 Mod Releases
Ohhh nice! Will give it a try later, you were fast with a contract pack -
MH won't update properly (Steam download)
GerAseR replied to MaverickSawyer's topic in Making History Support
Same on gog.com, KSP on 1.6.1, MH stays at 1.6.0 this time -
Meeeh... gog.com did update KSP but the DLC is still on 1.6 and will not work. Awesome!
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Thinking about a new Colonization mod
GerAseR replied to NermNermNerm's topic in KSP1 Mods Discussions
I like the "produce a Kerbal" idea from @theJesuit to create a colonist and some other cool stuff are suggested here, having facilities that generate whatever the Kerbal needs can also generate other stuff... other stuff like @Gr@y mentioned. That terraforming idea is so cool, not sure if its possible to create something like this, but the idea is worth to think about -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
GerAseR replied to _Zee's topic in KSP1 Mod Releases
USI Support would be great, i use LifeSupport, Kolonization and Karbonite Looking forward for you contract package, the one i used for Probes and Rovers doesn´t fit in PBC Maybe you change your version typo, if you go for it like it is we will be around PBC 40.9 in June (added mod maybe 1.7.1, 1.7.2, .... and the contract pack would be a move to 2.0... dont know, just thinking about the high numbers) The missing history update was a game breaker or "challenge" for me, a few rockets i cant use now because of the parts moving (not so bad) and active contracts i dont know yet how to reach the goals to complete, not sure if it was PBC or missing hiytory itself who did that useless moving (hadn´t installed it before) -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
GerAseR replied to _Zee's topic in KSP1 Mod Releases
I looked at SPER, thats why i asked. Will give it a try... damn... another mod Thank you again -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
GerAseR replied to _Zee's topic in KSP1 Mod Releases
I use a few other Science Mods and it works great for me with sliders on normal. I also use the Science Alert mod. I just wanted to add that extra bit of gameplay depth to start with probes (looking forward how that will turn out in the end with the Unmanned Contracts Pack i mentioned before). And thats all im looking for when using mods: that bit of depth to complete my KSP (or gaming experience). In the end it all depends on other mods and the contracts (decline contracts malus set to 0) @_Zee downloading the 1.5 right now. SPER comes with "Plant and Fish" experiments or have to download something else? Willing to give it a try, not sure if its playable on my laptop cause of the IVA/RAM usage