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DaPatman
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KSP2 Release Notes
Everything posted by DaPatman
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
DaPatman replied to ethernet's topic in KSP1 Mod Releases
I know USI Kolonization Systems takes into account your kerbals' levels when calculating the efficiency of various parts. Is it possible that you could use some variant of the code for that to allow higher level scientists to complete experiments faster? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
DaPatman replied to TriggerAu's topic in KSP1 Mod Releases
Do you have multiple ships with the same name in flight? I recall something like this happening to me once - I had a ship in interplanetary space bound for Duna, and decided that the same ship would work for a mission to Eve. So I launched another one, made the Eve transfer burn, and discovered that the auto SoI alarm for the Duna-bound ship, which had previously correctly said Sun -> Duna, now said Kerbin -> Sun. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
DaPatman replied to TriggerAu's topic in KSP1 Mod Releases
What about VOID? I know that borrows quite a bit of KER's code. -
Thanks, should be fixed now.
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KSP & Lunix
DaPatman replied to OddFunction's topic in KSP1 Technical Support (PC, unmodded installs)
Assuming you mean Linux rather than Lunix, Linux is currently the only OS on which 64-bit KSP is officially supperted. (It used to be supported on Windows, but this was dropped for 1.0 because of the ridiculous number of bugs that couldn't be fixed because they were bugs in Unity 4, not KSP.) -
Have some unofficial patches: Taurus HCV Station Science RealChute (Note: this is the same as the RealChute patch I posted before, I'm just reposting it here because Nertea appears to have missed it for adding to the first post.)
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Try moving Steam out of the Program Files folder - it's been known to cause problems with KSP.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
DaPatman replied to NecroBones's topic in KSP1 Mod Releases
Probably because there's no manufacturer listed in either of their cfgs. You might want to rectify that, NecroBones. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
DaPatman replied to RoverDude's topic in KSP1 Mod Releases
Look again - it's in between USI Exploration Pack and Community Resource Pack. The only one of RoverDude's mods not listed there is USI Life Support. -
I don't. I bet on an eccentricity of almost exactly 1 - that would maximise the amount of time the craft spends in the Mun's SoI while still flying by it, which I'm pretty certain is the cause of these "spaghetti orbits".
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Did you notice what was in the post he was replying to? Some impressive prescience there.
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Actually, you can use the name of the mod's folder in Game Data for that. Not that that suddenly makes Probus' idea feasible.
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
DaPatman replied to NecroBones's topic in KSP1 Mod Releases
I've just tested this, and all you need to do is remove FuelTanksPlus_FuelSwitch.cfg from this mod. This allows Cryogenic Engines' fuel switch patch to target this mod's tanks. -
I've remade my RealChutes patch for this. Grab it here. I'll be remaking my Taurus HCV patch this weekend - I want to look at where parts from other mods are being placed before I decide on the placement of one or two parts.
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Looks like the rover tracks listed in the Easter Egg Stocktake thread.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
DaPatman replied to RoverDude's topic in KSP1 Mod Releases
I would guess that is what he means. I don't use it myself, but I'm given to understand Crowd-Sourced Science doesn't play nicely with other mods that add new science experiments. -
Another vote for option 3 here. Simple Command Modules is for things that are between the Mk1-2 pod and the Mk1 pod. I can think of dozens. I have things to put in hydroponics eventually. While I agree that there's a need for a Simple Command Modules node, I believe there is also room for an Enhanced Survivability node. One way to do it might be to move Simple Command Modules to Tier 4, filling the space it leaves with Enhanced Survivability, and having the latter be a (the?) prerequisite for the former, and possibly also for Landing.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
DaPatman replied to RoverDude's topic in KSP1 Mod Releases
I'm pretty certain that's just the deadline to accept the contract, since "Escape the atmosphere" is a World Firsts contract, which don't have a deadline once accepted. -
Banana for Scale - Analyse bananas in space!
DaPatman replied to JoePatrick1's topic in KSP1 Mod Releases
I have been testing the Banana in 1.0, and while it works, it could do with rebalancing to match the changes 1.0 made to the Goo and also with moving to a lower node, such as Basic Science. So I wrote a MM config to do just that. Grab it here. -
Missing Explore Minmus Contract
DaPatman replied to arkie87's topic in KSP1 Technical Support (PC, unmodded installs)
I don't think this is a new problem - I waited ages for it to show up in 0.90, until I got fed up and used the debug menu to add it. -
You should probably know that Experimental Rocketry isn't a stock node any more, which I guess means it could be called something else that better fits the naming scheme of the rocketry nodes now.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
DaPatman replied to RoverDude's topic in KSP1 Mod Releases
I see the problem: the parts are being put into the Experimental Rocketry node, which doesn't exist anymore.- 1,694 replies
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- warp drive
- usi
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You know you can use Module Manager to do that, right?