Slightlylyons
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Bottle Rocketeer
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New install. Game freezes on loading but the exception it's throwing is for a DLC part. I'm usually pretty good at tracking these problems down but I'm at a loss. Looking for a faster solution then uninstall all your mods and reinstall one by one. Log File at https://drive.google.com/file/d/1bYFdvzCAoQ76ZB05ooHZhPKz64ISLNn5/view?usp=sharing
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Just wanted to touch base with you because I figured out the issue I was having. It was a mod conflict (sorta) the automated science sampler mod runs the experiment but doesn't trigger the animation, the science data then shows up but isn't recorded when you recover the vessel. The work around is to not be lazy, recycle the experiment, and manually run it. As far as I'm concerned it's an issue with their mod, and I'll go mention it as a bug on their page at some point.
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[1.2.2] Contract Pack: Clever Sats 1.4 (13/12/2016)
Slightlylyons replied to severedsolo's topic in KSP1 Mod Releases
The altitude range for the contracts seems to be high, I'm getting contracts from 5 to 14 million meters. Never LKO. Never anything at or below KSO. Just satellites so high they have Mun encounters.- 131 replies
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- career
- contract pack
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Slightlylyons replied to Diazo's topic in KSP1 Mod Releases
Thank you! Your mods are invaluable to me and I don't think people tell that to modders enough. This with land aid makes cool things happen, and I'm glad to see it updated. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Slightlylyons replied to KospY's topic in KSP1 Mod Releases
This got juvenile real fast. -
The wheels on the Vehicles pack don't work.
- 1,016 replies
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- shuttle
- space station
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Slightlylyons replied to RoverDude's topic in KSP1 Mod Releases
Yeah, I need giant landing gear and 30 seconds of retrorocket. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Slightlylyons replied to RoverDude's topic in KSP1 Mod Releases
Built a simple Orion and took it around the mun. I realized I hadn't brought any recovery equipment. Powered Kerban re-entry, decent, and landing is entirely possible. Though touchdown speed will be anywhere from 1-50 m/s with virtually no ability to fine tune it... and I'm not sure a 100 mph touchdown is a "Landing" but everyone lived. -
I'm hoping someone can help me some trouble with this mod. I built a Centaur-ish stage with two of the small upper stage cryo engines. Mechjeb and Engineer say I should have a TWR of 1.60 (I offloaded a lot of fuel to test it, loaded as an upper stage it should be around 0.50) I fire it up, the engines extend and fire, and then it falls to the launchpad. So.... why am I not getting thrust? Ideas?