dshriver
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Everything posted by dshriver
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
dshriver replied to Galileo's topic in KSP1 Mod Releases
Thanks for doing this, @Galileo Does this work with the current version of Kopernicus (Kopernicus 1.3.0-8)?- 471 replies
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Did SEP ever get science definitions for GPP? I'm prepping my mod list for GPP and I'd love to include SEF. Its one of my favorite mods. What happens if you deploy the SEP parts in a biome that has no definitions?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dshriver replied to RoverDude's topic in KSP1 Mod Releases
Is there a way to increase the interaction range when a Kerbal is on EVA? I would like to repaint the 15M Kontainers after launch. I sent an LH2 powered ship to collect solar K2. I was hoping to repaint the empty LH2 tanks, but I can't get the Kerbal close enough to the center of the tank for the repaint option to be available in the pop up window. I believe the default range is 3m and with a 15m sphere there is no way to get within 3m of the center. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
dshriver replied to Galileo's topic in KSP1 Mod Releases
Awesome! Any hints on where I might find K+?- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
dshriver replied to Galileo's topic in KSP1 Mod Releases
I'm prepping a mod list for my GPP playthrough. Will the GPP planets/stars have the Karbourundum and Karbonite resources if I install @RoverDude's Karbonite mod?- 7,371 replies
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[1.3+] Stockalike Station Parts Expansion [retired]
dshriver replied to Nertea's topic in KSP1 Mod Releases
I'd love to see a space dock, with EPL compatibility. A docking port that would accept multiple sizes would be great. -
[1.12.x] Near Future Technologies (September 6)
dshriver replied to Nertea's topic in KSP1 Mod Releases
Does anyone have a MM patch to add the NFT fuels to MFT tanks? -
[1.2.2] StationKeeping - Precise Synchronous Orbits
dshriver replied to HenryBlatbugIII's topic in KSP1 Mod Releases
So far this seems to be working for me in KSP 1.3. YMMV of course. This mod is a must have for most of my games. -
@doctruscott I'm using New Horizons on my current career. I'm using Mechjeb (and lots of other mods) with no issue. I've plotted transfers ascents and landings so far. I have yet to try the landing guidance on anything but Kerbin and the Mun but so far I've had no Mechjeb issues. @sarbian for President!
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Hey Snjo My absurdly large creations are eagerly waiting for you to get this mod an update. Happy New Year!
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Felbourn the new stock part list is an absolute disaster if you are using lots of part mods. With out your mod and without PartCatalog its awful! Honestly the entire thing needs a rewrite.
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I, too, loved the mouse scrolling, but to me the big issue is the sorting. OMG the new stock sorting is unusable. With a half dozen mods and no way to sort by mod folder I can't find anything. Sort by mfg is useless. I cannot find anything in the new stock part list. Its a total disaster. I need my PartCatalog back. I'm nearly to the point of shelving KSP until something happens with part sorting that I can make sense of.
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This little mod is one that doesn't get tons of attention but is one of my "must haves". Any chance of a .90 update?
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[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
dshriver replied to Gaius's topic in KSP1 Mod Releases
Is a .90 version in the works. This mod is one of my favorites and many of my designs depend on it! -
[WIP] ActiveStruts Dev Thread [updated 10.10.2014]
dshriver replied to marce's topic in KSP1 Mod Development
Any word on an update marce? I love your mod! -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
dshriver replied to Nertea's topic in KSP1 Mod Releases
The little yellowjacket engine seems like a great idea, however it overheats the parts its attached too so fast that my planes last about 10 seconds. Do you have any tips for using it? -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
dshriver replied to RoverDude's topic in KSP1 Mod Releases
Do you think you could give us a primer on orbital mechanics and the Alcubierre Drive? I've been playing around with it and while it seems great, I keep ending up needing a 20kDV burn to make orbit. -
I'm working a little project that needs some unmanned command pods. I was originally just clipping a probe core inside the pods, but then I thought, that it would be easier just to use MM to change the min required crew to 0. This is my first time trying to do a MM cfg though. I've been messing with it but I can't get it to work. Could someone look at this and tell me where I've gone wrong? Thanks! @PART [*]:HAS[@MODULE[ModuleCommand]:Final { @MODULE[ModuleCommand] { @minimumCrew = 0 } }
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[1.12.x] Freight Transport Technologies [v0.6.0]
dshriver replied to RoverDude's topic in KSP1 Mod Releases
It's actually more like one year of run time for the engines. The best way to use the reactor is to only turn it on when you are firing the engines. Unlike the NFT reactors there is no cooldown or warm up time. It is an instant on/off. So add some other way to power your non-propulsion systems, like a RTG or batteries or a solar array, and only use the reactor when you are running the engines. I recently launched a big collector ship gather gases from low Kerbol orbit. I used a bi-elliptical transfer so I needed 3 long burns. The first was my escape burn from Kerbin to push me out to Eeloo's orbit, then a 2nd burn at AP to bring my Kerbol PE down about 250km, then a 3rd burn at PE to bring my orbit down to collection altitude. A final small burn was needed to circularize at that altitude. Overall I burned the engines from less than an hour, so I have plenty of time left on my reactor. -d -
[DEV HALTED] Caelum Ire Technologies (CIT) General Thread
dshriver replied to marce's topic in KSP1 Mod Releases
Hey Marce, I'm seeing a problem with the AVC and CIT utilities. AVC says I'm running 1.3 but the most current version is 1.6. My version file says I have 1.4. 1.4 is the version I see on your webpage https://ksp.marce.at/ Also, could you move away from .7z I know its a cool compression but it forces me to have a decompression utility just for your mods. Could you move over to .zip? -d -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
dshriver replied to ferram4's topic in KSP1 Mod Releases
I'm having an issue with both NEAR and FAR. when ever a piece of debris is put on rails I see a massive slowdown of the game. It only happens during lunch, and only with the first piece of debris. I see a debug message that says something like debris of ship name at 0.6 atm was placed on rails. Then the game slows down dramatically. This continues for about a minute and then the performance returns to normal. I tested this with a vanilla install of .24 32bit. I tried it with both near and with far and see the exact same issue. I don't see this problem unless I have near or far installed.- 14,073 replies
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- aerodynamics
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