QuakeIV
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About me
Bottle Rocketeer
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Would you be against a rebalance (increase) of the science rewards? As it stands they kindof wind up feeling like a waste of time because at least for me by the time I have launched such a huge station I have already unlocked more than 1000 science and an additional 50 from plant growth or whatever feels like virtually no progress, let alone being worth the investment. Admittedly, the fuel science modules might wind up allowing the station to generate a lot more value and go some ways to fixing the problem on their own. I could go through the list of experiments and make a PR accordingly if you are not opposed to considering such an idea.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
QuakeIV replied to Galileo's topic in KSP1 Mod Releases
I have yet to see the mun look like the screenshot that galileo has been pointing to, am I missing something? Does it disable itself if you are missing some kind of graphics card feature?- 1,019 replies
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- kopernicus
- svt
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(and 2 more)
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Does this run okay on 1.9? I would test myself but its not installed for me right now, trying to put a mod pack together for coworker.
- 1,033 replies
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- realism
- life support
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what are the odds that i would check on this so soon after someone saying its being worked on
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
QuakeIV replied to RoverDude's topic in KSP1 Mod Releases
So eh, any status on the old WOLF thing? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
QuakeIV replied to RoverDude's topic in KSP1 Mod Releases
so how is that WOLF thing going? -
[1.12.x] Near Future Technologies (September 6)
QuakeIV replied to Nertea's topic in KSP1 Mod Releases
https://www.youtube.com/watch?v=5qXd5FHgIPQ -
[1.12.x] Near Future Technologies (September 6)
QuakeIV replied to Nertea's topic in KSP1 Mod Releases
I can confirm this as well. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
QuakeIV replied to nightingale's topic in KSP1 Mod Releases
I uncommented the functional code for the Reload Contracts button, and it appears to work fine. Is there some reason why this was disabled and labeled as broken?- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
QuakeIV replied to nightingale's topic in KSP1 Mod Releases
@nightingale Additionally, if you dont really have time right now, I am a software engineer by trade, so if you could point me to the right code and give me a few hints at whats going wrong, I would happily make an attempt at fixing it on my own time.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
QuakeIV replied to nightingale's topic in KSP1 Mod Releases
Any chance the debug reload contracts button will get fixed? I have a pretty big modpack that requires around five to ten minutes to load, so I can't really make contracts for it if I can't load in contract changes while already ingame.- 5,206 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
QuakeIV replied to RoverDude's topic in KSP1 Mod Releases
That did the trick, thanks a bunch. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
QuakeIV replied to RoverDude's topic in KSP1 Mod Releases
Still a tourist, its edited to within 23m, and it even triggered a rendesvouz event.