jackboy900
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Everything posted by jackboy900
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jackboy900 replied to RoverDude's topic in KSP1 Mod Releases
I'm playing in science mode and the MKS recruitment screen forces level 5 kerbals on me but I enjoy playing with leveling on in science/sandbox mode. I also prefer the stock list style and being able to see a list of random kerbals as opposed to having to customise a kerbal and then getting a random name. It just seems like it was more balanced around career so my playing of science mode makes it a downgrade to stock. Also of I uninstall MKS it just gives me 1 kerbal with a name and no values to recruit and glitches out the astronaut complex. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jackboy900 replied to RoverDude's topic in KSP1 Mod Releases
Is there a way to disable the changes this mod makes to the astronaut complex? Or at the very least hire kerbals with no experience in Science/Sandbox mode? -
Left-click = RT Right-Click = LT Shift = RB Ctrl = LB Camera = RS Movement = LS A/X = Throttle to full B/(whatever the PS4 version is) = Throttle to 0 Y/(PS4) = VAB-Symmetry/Flight IVA X = Switch Views/switch symttrey And thats just a rough subset of what could be done using pure PC-Console porting with no game chages and 5mins of thought as well as no D-Pad at all and ignoring trackpads
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Debris warfare in orbit: how to?
jackboy900 replied to MedwedianPresident's topic in KSP1 Discussion
I would go with A, the tsara bomba wouldn't compare to the energy of two objects colliding at 4km/s with substantial mass and if you use colder engines (for IRL) and low heat, low reflectivity parts, nigh in impossible to detect. -
Tylo VS Laythe VS Duna - To Kolonize or not to kolonize?
jackboy900 replied to Sharkman Briton's topic in KSP1 Discussion
I would personally vote for Laythe as it has an easily filterable atmosphere, good gravity, the ability for SSTO's to carry kerbals too/from the surface (as much as they want), liquid water. Tectonic activity (large enough and has volcanoes/ islands which hold this eveident) and an atmosphere meaning that Joolean radiation would be blocked as well as stellar radiation. For land area you could easily use heavily expandable foam and thin metal sheets for a base structure on water that way land can be used sparingly. For resources, Tylo lends itself to mass drivers. Perhaps putting large amounts of them tuned to launch payloads with heavy ablative shielding on direct paths to Laythe for collection; this means that no landers are needed (on surface materials make all the things) and so it can be highly efficient. -
Not really, I can get 50 or so mods in 1.0.4 before instability and only at about 80-90 does memory become an issue. Also the thermal bug is going to be removed so that will dwarf any bug added IMO.
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Tried it again on my stock install and nothing, gonna check for a CKAN issue and tried it on my 100+ 64-bit hacked main install but without filter extensions or editor extensions and nothing. Seem to be having this issue with pathfinder and buffalo as well.
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I ran it on a clean install and got the icons so I ran a re-install to see if it was a problem and then I'll check any mods that interfere with the VAB icons.
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I have an issue with the part categories are not showing up and the parts are unnasigned so I can't access them. Basically if I search for (using quick search) or attempt to access them they will not appear, The config files have no difference between a working and unworking part baring the parts category assignment ('none' for not showing parts) kontainers , full MKS/OKS and Karibou also exhibit these issues through both CKAN and Kerbalsuff.
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I've never noticed your aso on the forums. I love seeing your craft on the subreddit. Also what engines did you use for the copter, wheesly or the high performance one?
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THE single most aggravating thing in KSP for me is...
jackboy900 replied to wossname's topic in KSP1 Discussion
I believe that 1.0.5 will bring thermal fixes and 1.1 will improve performance. -
Transferring mined fuel?
jackboy900 replied to johnnyhandsome's topic in KSP1 Gameplay Questions and Tutorials
But KIS is the mod and KAS is an add-on? -
1.0.4 Modded KSP War Game. Seeking players
jackboy900 replied to Wrath_IX's topic in KSP1 Discussion
For imgur an account is not needed to upload photos, only to publish them -
I'm neutral, I often have a BDarmoury SPH focused save and my standard saves where due to SSTO incompetence and general spaceplane failure I stay away. However The VAB controls are still my muscles in-built defaults.
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What is next platform, that KSP will be ported to?
jackboy900 replied to PatPL's topic in KSP1 Discussion
FTFY , now we have a film -
what is your favorite size parts to work with?
jackboy900 replied to Garbonzo's topic in KSP1 Discussion
I love the rockomax parts or SpaceY heavy parts.I chose 2.5 M because that is my most common size -
I'm an idiot who cant get to the moon
jackboy900 replied to Prahmasyp's topic in KSP1 Gameplay Questions and Tutorials
Nice job, onto minmus (much easier)! One thing I would suggest is instead of a fuel tank and science jnr. stacked add 4 half-sized tanks around the craft on decouplers with legs and fuel lines into a central (also half-sized) tank below a science jnr. then add two nosecones (one on top and one on the bottom) to each outside tank and a 909 to the middle one. This design allowed me to run 5 biomes in one launch on my first landing (and I had half my fuel remaining on re-entry) . Then add the rest of the science gear and above all that add a decoupler-shield-pod-probe-chute (add some radial chutes to). The reason you need the probe core is that having it means that a scientist can be in the pod and the probe will add SAS. With a pilot/engineer the thermometer/barometer/accelerometer/gravioli detector can have their data removed (on EVA) and then run again but only a scientist can restore the science jnr./ goo (once the data has been removed). -
Bases (Contract Completion)
jackboy900 replied to Pax Kerbana's topic in KSP1 Gameplay Questions and Tutorials
Well the cost comparison makes sense. I have no source but I imagine the cost of training/salary and crew facility maintenance would easily come up to the cost of a single engine. -
Nice, what is the mod for the big one? What mod adds those parts. Also nice use of the MK1-2 Command Pod.
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Classic Aero Option
jackboy900 replied to BNSF1995's topic in KSP1 Suggestions & Development Discussion
I agree, I love the new areo and was a big FAR user back before current drag but I'd still love the old drag back. -
You should have enough power in the ngine to de-orbit at apoapsis and most engines have alternators (power generators) and gimbaling to alignit once fired. Also what engine is that?
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All I wish for in version 1.1 is a Giant Habitation Ring
jackboy900 replied to Just Jim's topic in KSP1 Discussion
I'd Like to see a MKS lite set of parts in stock. Inflatable bases and orbital habitation. Maybe also porkjet's habitation pack. And very maybe a lS system similar to USILS.