A9p
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Everything posted by A9p
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Absolutely loving these antennas - they're perfect in my Antennarange+SETI career mode save. I did notice one small issue, the antennarange patch for the vhfBlade is missing a { and an @, meaning that the nominalrange info doesn't show up on rightclick in the editor (I have no idea how this would affect functionality) I added the bolded brace and @ in red below to the file AR_vhfBlade.cfg and fixed it as follows: [QUOTE] @PART[vhfBlade]:FOR[AntennaRange] { %MODULE[ModuleDataTransmitter] [COLOR=#ff0000][B] {[/B][/COLOR] [B][COLOR=#ff0000]@[/COLOR][/B]name = ModuleLimitedDataTransmitter nominalRange = 300000 maxPowerFactor = 8 maxDataFactor = 4 } MODULE { name = ModuleScienceContainer dataIsCollectable = true dataIsStorable = false storageRange = 2 } [/QUOTE]
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I flew a plane without dying in a ball of fire for the first time ... Island Airfield visited and my first visual survey of Kerbin contract completed
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[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity
A9p replied to toadicus's topic in KSP1 Mod Releases
You are both stars, I can't wait to use those dishes with Antennarange on my satelites -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
A9p replied to RoverDude's topic in KSP1 Mod Releases
The balloon and blimp parts have rapidly become my goto for illogical but within atmosphere test contracts - the whole thing feels very kerbish indeed. -
Just hopping in to say I've been playing with the External materials experiments on a new save, and I'm loving them. They're actually giving me some practice for my atrocious EVA skills, and some useful science on my single Kerbal missions before I've unlocked enough solar to do Radar flights. I'm looking forward to playing with the station side equipment, and can't wait to see where you take this next.
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[0.90] DDSLoader 1.9 (Mar 9) - Loads DDS Texture "Boringly fast" edition
A9p replied to sarbian's topic in KSP1 Mod Releases
Made my first 0.90 runs with this after converting my textures this evening ... even with my usual mod load, nothing squeaked over 2.7Gig used, without ATM:Aggressive in. Several hours play with multiple ships and not a single crash. This is fantastic, thank you Sarbian -
You beautiful, wonderful human beings. I made multiple flights with three different ships up with my usual mod load this evening, usually that would get me at least one ram crash. With this plus DDSLoader I didn't have a single one ... and without having to run ATM on Aggressive . Transformed my KSP, Thank you.
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
A9p replied to DuoDex's topic in KSP1 Mod Releases
Downloaded and fired up a quick sandbox, all four modules have their science prompts on a right click -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
A9p replied to RoverDude's topic in KSP1 Mod Releases
Using the Kerbal ISP Scaler set to 'FAR to Stock' preset seems to balance things pretty well, I think. (Also these are very fun, thank you ) -
Came this way this morning via a mention in the EvE thread, and this is a really exciting idea . I'll be swapping it into a copy of my install to test when I get home this evening.
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[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
A9p replied to codepants's topic in KSP1 Mod Releases
Myself also, no problems with it on 0.25 -
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
A9p replied to BahamutoD's topic in KSP1 Mod Releases
Jumping right on this for those beautiful retracting engines, glad to hear they work fine in 0.25 and I will be following further updates with interest . -
[1.2] PlanetShine - v0.2.5.2 stable - v0.5 experimental [4 October 2016]
A9p replied to Valerian's topic in KSP1 Mod Releases
Just dropping by to say I now have Eve 7-4 and the most recent version of Planetshine working together with no modification of either and it is beautiful. I love the config menu, playing with the sliders to find the best aesthetic has been surprisingly absorbing . -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
A9p replied to rbray89's topic in KSP1 Mod Releases
I have just rediscovered my city lights, and while I think mine were missing for a reason that more experienced people would have spotted, I'll repeat it here for the rest of us. It turns out the ambient light dimming in planetshine was just blocking them out. commenting out that line of planetshine's config now has me the best of both worlds - the gentle illumination from the dayside, and my cities back once again on the night side -
HotRockets! Particle FX Replacement + Tutorial
A9p replied to Nazari1382's topic in KSP1 Mod Development
Just a quick one, for anyone using FPSlacker's config for stock parts, I've found that in 0.25 the small radial engines (rokomax 24-77) are having the always on effects issue for me. Have any of you noticed this as well, or have I just managed to make a mess of something here in my install? -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
A9p replied to DMagic's topic in KSP1 Mod Releases
Just dropping in for a minute to thank you for this, and the continued work you're doing on it. The additional experiments/sensors have added so much to my probe missions, and the universal storage wedge versions are the most reliable way I've yet found of getting data safely home with Deadly Reentry running. Fantastic stuff . -
If you take a look at the most recent update to Hotrockets, I think it will go some way towards what you want .
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HotRockets! Particle FX Replacement + Tutorial
A9p replied to Nazari1382's topic in KSP1 Mod Development
Now this is a beautiful thing to wake up to -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
A9p replied to DMagic's topic in KSP1 Mod Releases
Thank you so much for this . I love the extra experiments for my probes, the universal storage bays are very cool also. Very excited to see what you do with the contracts system when that's ready also. -
I'm not sure if this is by design, or is just my install but the Radiation sensor doesn't seem to have any 'diminishing returns' - I've been able to get high 30 science readings from the same biome more than once on different visits which gets quite unbalanced quite quickly. Is it supposed to be doing that, or have I just got a clash between mods somewhere.