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Everything posted by Enceos
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Enceos replied to NathanKell's topic in KSP1 Mod Releases
Nop, still waiting for a knowledgeable modder. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
Hello funk, could you please provide some screens of your problem? It's unclear what are the parent parts you mention and there's a fundamental difference between radial and stack decouplers. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Enceos replied to ObiVanDamme's topic in KSP1 Mod Releases
Hello ObiVanDamme, could you please make an alternative Workshop.dll which uses Spare Parts from MKS to build KAS gadgets. Manufacturing rocket parts on site is almost at the end of the Tech Tree when playing CTT. Spare Parts, on another hand, are easier to make and require less MK3 modules involved in the production chain. I find unlocking the ability to make KAS parts earlier than Rockets much more reasonable for the purposes of CTT progression. -
No need for Firespitter change, just rightclick a part with resources and use alt+rightclick on a second part. You'll get two small windows open with IN and OUT buttons.
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I don't see the resource windows on your screens. Do you rightclick the first container and Alt+Rightclick the second?
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[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
Enceos replied to sarbian's topic in KSP1 Mod Releases
Smokescreen is not the culprit. If you remove it you'll still keep crashing. I think it's a RAM issue. 3 Gigs is already on the edge of crashing. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
Took some time to see how others do it -
Karbonite is much heavier and less efficient than LFO, so all the engines using Karbonite got a boost to their thrust.
- 2,515 replies
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
The USI_ModuleResourceWarehouse enables colony tools calculations for the containers. I made a config for myself to add it: [FONT=Verdana]@PART[WBI_Homestead|WBI_IMW|WBI_MBU2|WBI_MSM] [/FONT]{ MODULE { name = USI_ModuleResourceWarehouse } } The USI_ModuleRecycleBin lets containers catch Recyclables, it was added in the last patch of MCM. -
Beautiful biodomes!!! Do they also have beautiful illumination?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Enceos replied to Starwaster's topic in KSP1 Mod Releases
You gotta change the Density Exponent to something like 0.4 in the debug menu to feel the power- 5,919 replies
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- reentry
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[WIP] Modular Satellite System (MSS)
Enceos replied to rabidninjawombat's topic in KSP1 Mod Development
Personally I love animated things more than anything! -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
The CTT config is almost done. After 10 hours of testing and consulting knowledgeable people I can tell its finally working. Beta version - subject to changing P.S. Angel-125, RoverDude released a new MKS version today, I made some config changes and submitted a pull request at Github, -
Your problem is that your second stage fires too early in the atmosphere. You'd better stick some solid rocket boosters on the sides of the rocket and after you dump them you'll still have wings on your core stage. Second stage ignition should be achieved only around 30km of altitude where lift has little effect.
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
I also encountered the same problem as riptide did two posts above. in VAB the MCM part rightclick menu stops reacting after several template changes. When you close the menu it never opens again. -
Is there any way to disallow objects being grabbed while in certain state? For example I have an inflatable habitat that I want to disallow grabbing while it is inflated.
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Is there any mod that uses the hydroponics node by CTT? MKS avoids it and puts everything into the Short Term Habitation.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Enceos replied to Porkjet's topic in KSP1 Mod Releases
I don't think KSPI users need any more engines from other mods except for atmospheric usage. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Enceos replied to Porkjet's topic in KSP1 Mod Releases
Is the Bulb engine also weaker than anything by KSPI in the Improved Nuclear Propulsion node? Cause I'd not put these engines in the same node where the stock engine lies. EDIT: I moved the both engines 1 node earlier. LANTR in the same node where lies stock. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Enceos replied to Porkjet's topic in KSP1 Mod Releases
If noone has made a CTT integration for these, here I mixed up a .cfg file DOWNLOAD //Community Tech Tree patch for Atomic Age //Written by Enceos //2/27/2015 @PART[nuclearEngineLightbulb]:NEEDS[CommunityTechTree,TechManager] { %TechRequired = improvedNuclearPropulsion } @PART[nuclearEngineLANTR]:NEEDS[CommunityTechTree,TechManager] { %TechRequired = nuclearPropulsion }