Slightlylyons
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Everything posted by Slightlylyons
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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?
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Umbra Space Industries - (Roadmap and WIPs)
Slightlylyons replied to RoverDude's topic in KSP1 Mod Development
Judging by the look of the thing FAR/DRE compatibility can be established by making sure it flies like a pig and explodes on re-entry. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Slightlylyons replied to Porkjet's topic in KSP1 Mod Development
That would be awesome! -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Slightlylyons replied to Porkjet's topic in KSP1 Mod Development
Porkjet. Just wanted to tell you your LANTR has quickly become my go to lander engine for airless bodies. I have the mode toggle on the same action group as one of the Smart Parts fuel flow cutters to switch between LFO and L only tanks. It even forces mechjeb to display dv in only the selected tank so I know how much dv I have for orbital vs landing ops. Great part. Hope you decide to do that full NTR pack or at least a L only NTR to match the other. NTRs that are realistic and stock a like are sorely lacking. -
You could also argue that 64bit versions of windows are only just now being supported and poorly. It's not Squads fault that apple refuses to release a new os. To everyone else in the world the next thing after 10.9 is 11 not 10.1.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Slightlylyons replied to BahamutoD's topic in KSP1 Mod Development
If your looking for further ideas I would like to suggest. 1) Thrust vectoring missile for space use. (Aim-120 does not into space IRL) Aim-9X is thrust vectoring which leads to.. 2) Infrared missile? (I have no idea if you could make it aim for parts with heat or running engines but it would be so cool) 3) A biger then the laser Particle Beam Weapon like the IRL star wars program. 4) And of course everyone wants a railgun. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Slightlylyons replied to TaranisElsu's topic in KSP1 Mod Releases
Hi all. What is the consumption of each resource per kerbal day? Also what is the output of the waste resources per kerbal day. I need to know too configure the modular tanks or write .cfg for supply craft still configured for TAC 0.8. -
Ships manifest pops up an error on rescue missions. I think it's not knowing what to do with the kerbal on EVA appearing out of nowhere. Debug console spams. Error: in RealModeCrewXfer. Error: Object reference not set to an instance of an object at ShipManifest.ShipManifestBehaviour.RealModeCrewXfer() [0x00000] in <filename unknown>)