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Everything posted by Enceos
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[0.90] FAR/NEAR usability Package - FARuP, v1.0.1, Feb. 25
Enceos replied to Yemo's topic in KSP1 Mod Releases
Personally I thought B9 Aero brakes are godsent, until i discovered how to use spoilers. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
I'll test it today and post my results. Thank you, Akira! -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
I wish the mod supported CTT and unlocked various configurations on progress milestones. There's a CTT config for MKS. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
Can't wait to test all that! Thank you! -
[1.3] Trajectories - Prediction of atmospheric trajectories
Enceos replied to Kobymaru's topic in KSP1 Mod Development
Many people have problems with FAR predictions accuracy. I suggest making an input box in the advanced menu of Trajectories called "Drag Factor" with a number by changing which we can tweak the drag predictions. For example "1" will be default drag model. Those who are coming short of the target location will input a number higher than 1 to correct the inaccuracy. Those who are coming far ahead of the target location will input a number less than 1. For example I will increase the drag factor to 1.15 for most of my pods. Some crafts will need a drag factor of 1.20, some of 0.95. Trajectories mod can't model the drag in FAR very accurately, and people will have an option to find the right drag factor for each of their craft to get an exact atmospheric trajectory prediction. -
I had a similar problem before with another set of parts, to find the cause you'll have to do much reloading and addon disabling. http://forum.kerbalspaceprogram.com/threads/100026-Infernal-Robotics-REWORK-extendatrons-problem
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[0.90] v1.5 Analog Control - Fly smoothly with keyboard and mouse
Enceos replied to Crzyrndm's topic in KSP1 Mod Releases
Thank you Crzyrndm! You made the best two mods for planes controlling out there. I can't express how grateful I am ) These mods changed my flying completely. -
That would break the game. Imagine grabbing a docking port of your ship, do you expect to carry the entire ship on your back with that port?
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I'm getting a spam of NREs from Enhanced Navball as soon as I install Tech Manager in my game and go in flight. In map mode i'm getting a spam of NREs from Precise Node mod. Has anyone encountered same issues? Tackled them? Output_log.txt
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I'm getting a spam of NREs from Enhanced Navball as soon as I install Tech Manager in my game and go in flight. In map mode i'm getting a spam of NREs from Precise Node mod. Has anyone encountered same issues? Tackled them? Output_log.txt
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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
Any news on the crew capacity fix? none of my modules have spaces for kerbals Edit: actually the "Multipurpose Colony Module" has 2 crew spaces. The Homestead has none. Are "Inflatable Multipurpose Extension Module" and "Inflatable Orbital Workshop Addition" supposed to have crew spaces? -
gimme gimme dat texture! ) The first reason why I don't use the procedural decoupler is because it didn't have that hazard texture. The second reason... the heck it's not hollow?
- 2,515 replies
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Blue and dark like this? Pellinor, will freescale work with welding as well as other types of scaling did?
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Ah yes, forgot to delete the B9 legs to reduce the part count. Never used them anyway. Found some cool legs in the Nova Punch pack!
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Whoa! Can't wait, I feel like Christmas is coming again. So many good news all around!
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The Hangar mod here http://forum.kerbalspaceprogram.com/threads/88933-0-90-0-Hangar-v2-2-1 Has a very big 5 way station RCS port which is scaleable. Only 2 of those is enough to move everything. - - - Updated - - - If you use KAS addon, you can stick stock RCS on the sides and when you're done moving, go EVA remove them and store in a container for future use.
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More beautiful legs anyone?
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I think the plugin needs one more config file to add compatibility with Multipurpose Colony Modules for MKS: http://forum.kerbalspaceprogram.com/threads/98251-Alpha-90-Multipurpose-Colony-Modules-for-MKS-OKS-%280-4-0%29
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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
Angel dude, would you please make a list of files we can delete in MKS to save memory? -
I'm in awe! The scaleable Grapple Device and Universal Stack Adapter are so ingenious! Best things for making stations of all sizes! I'm working on some textures for my install.
- 1,633 replies
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- part count
- storage
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Which mods do I need to install to fully populate the Community Tech Tree? I really hate spending science on empty nodes :S
- 2,515 replies
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I've seen both parts Karbonite and Near Future. Not very good for small probes. Are there any other good parts?
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I've been using AIES legs in the past, they're pretty cool looking, but they have an animation problem in the model and started throwing NREs in 0.90, so i'm looking for a replacement.