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KSP2 Release Notes
Everything posted by Kowgan
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Wait, so the lack of a decoupler on those bases isn't a limitation, but an option? BRB, gotta edit some stuff...
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Smartphone or tablet as a custom control peripheral?
Kowgan replied to THX1138's topic in KSP1 Discussion
Maybe you're looking for this: http://forum.kerbalspaceprogram.com/threads/59797-CCP-Custom-Control-Pad-Remote-control-KSP-from-your-Touch-device-!-Release Official website: http://www.frozenpepper.it/ccp-custom-control-pad/ Hope this helps. -
I was afraid someone would point this out. You can also argue that they act as struts to hold the contents firmly inside.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Kowgan replied to tgruetzm's topic in KSP1 Mod Releases
Interesting. Well, since I installed Snacks! here, the castle shows up on every single launch, religiously. if I go to the settings screen and come back, the castle won't be there, though. I haven't uninstalled the mod yet to check if it is really related to this "issue". I'll do it today later. It's not a problem, though. I just thought it was an easter-egg, and wanted to confirm it here. It would be funny if it were actually a Blizzy's Toolbar easter-egg that only activates when Snacks! is also installed, just to create some confusion. -
@linuxgurugamer: The Fuselage Fairings (the ones under the "Structural" tab, who can't be jettisoned) are, like all the rest of the Procedural Fairings mod, just for cosmetics. Though the difference is, because they can't be detached, the most common use for them is to protect permanent parts of your ship which aren't intended to be exposed to the dangers of nothing vacuum. Regarding the solar panel still getting sunlight... Yes, that happens. I -think- this is a problem that goes beyond E-dog's power to fix.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Kowgan replied to tgruetzm's topic in KSP1 Mod Releases
It's totally fine. Thanks for the support, though. Any thoughts on the Mun Castle thing (as per my last post)? -
@Ph34rb0t: The code looks fine for me. I use something pretty similar, and it works just fine. [*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor {unlockTechs = flightControl} MechJebModuleSmartASS {unlockTechs = flightControl} MechJebModuleManeuverPlanner {unlockTechs = advFlightControl} MechJebModuleNodeEditor {unlockTechs = advFlightControl} MechJebModuleTranslatron {unlockTechs = advFlightControl} MechJebModuleWarpHelper {unlockTechs = advFlightControl} MechJebModuleAttitudeAdjustment {unlockTechs = advFlightControl} MechJebModuleThrustWindow {unlockTechs = advFlightControl} MechJebModuleRCSBalancerWindow {unlockTechs = advFlightControl} MechJebModuleRoverWindow {unlockTechs = fieldScience} MechJebModuleAscentGuidance {unlockTechs = unmannedTech} MechJebModuleLandingGuidance {unlockTechs = unmannedTech} MechJebModuleSpaceplaneGuidance {unlockTechs = unmannedTech} MechJebModuleDockingGuidance {unlockTechs = advUnmanned} MechJebModuleRendezvousAutopilotWindow {unlockTechs = advUnmanned} MechJebModuleRendezvousGuidance {unlockTechs = advUnmanned} } } }@PART The difference is that it respects the Tech Tree. Can I assume you have the latest version of MM?
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Cool, thanks for clarifying.
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Glad to know your issue is fixed. In the mean time, I still don't know which magic button makes the "- - - Updated - - -" term appear on those edited posts. You don't write it all manually, right? ... Right?
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Kowgan replied to tgruetzm's topic in KSP1 Mod Releases
Yup, nothing during gameplay as well. Most like they happened during the launch. Thanks for the answer. -Edit- Also, is it just me, or this mod also makes the Mun Castle appear on every single game launch? -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Kowgan replied to tgruetzm's topic in KSP1 Mod Releases
Hey, tgruetzm! Thank you so much for this mod, seriously! Pretty simple, but it's one of those must-have mods, once you install it. Keep up the great work. Although it doesn't seems to break anything, I noticed I'm having the following error lines on the log: Snacks - FixedUpdate: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in <filename unknown>:0 at Snacks.SnackController.FixedUpdate () [0x00000] in <filename unknown>:0 Is anyone else having this, by any chance? Thanks! -
I don't know. But my guess is that your KSPAPIExtensions mod is outdated. What's your Procedural Fairings version?
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Kowgan replied to ethernet's topic in KSP1 Mod Releases
If you mean the experiment bays, it's a suggestion, so you can bring those back to Kerbin for contract completion. Also, each experiment bay can be ran only once, so if you permanently attach it to your station, it will be a dead weight once that experiment is complete. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Kowgan replied to Majiir's topic in KSP1 Mod Releases
Every time I take a glance at this thread, my heart beats harder for a second, as I keep thinking the 0.9.2 version of Kethane is actually referring to KSP 0.90 Then I realize. Majiir stated his situation a few pages back. Now, all we can do is wait patiently. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Kowgan replied to Claw's topic in KSP1 Mod Releases
Nicely done, Claw! Thanks for this once more, your support is truly amazing and much appreciated. Honestly. -
As per the OP, SmartParts aren't included on the mod anymore since V2.0. You can download them separately, though. I presume they still work as they should.
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Nice rules, Tygoo7. I might make use of some of these. Thank you.
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Mine: - Never send a Kerbal to the completely unknown. --> I'll always send satellite probe to scan the body first, make sure it's not a Kraken disguised of planetoid; --> Then, a Rover. Gotta make sure we can touch it without exploding; --> Lastly, goes the Kerbals plant their flags and enjoy sunsets. - Always praise the Kraken. Kraken is our Kod, and we must regularly pay him explosions offerings for all He've done for the Kerbalkind. - QuickSave/Load are only to avoid The Kraken Mod bugs and crashes. A blown up rocket is a blown up rocket.
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@TrooperCooper: If you're playing modded, maybe In-Flight Waypoints will help you.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
Thanks for clarifying. And yes, dat Saturn V size. Damn. It's quite amazing to think people sent a giant metal cilinder to space. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
Nice!! Great pics, Chris. Thank you for sharing. A few points there: - The Atlantis parts look quite rusty, hah. Not sure if it's the ambient light, or it should be expected due to age. - You took a pic of its engines! Nice! Can you tell if all the three main engines are tilted upwards, or is that only the top one? I'm really confused about this for some time now. It looks like it varies from model to model. -
On the USB note, I stopped having problems with that pretty quick. I always have a quick glance at the front side of the plug, check the little (usually-white) rectangular piece, and make sure it's on the opposite side of the other rectangular piece on the USB Port. They just want to handshake each other. Yeah, that's ridiculously obvious, but it seems many people don't do that. But it's faster and less stressing than flipping it twice or more.