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Everything posted by maranor
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Thanks! I will just add my part here for motivational purposes... Please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please.... pretty please?
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
maranor replied to TriggerAu's topic in KSP1 Mod Releases
Thank you for your hard work!!! -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
maranor replied to TriggerAu's topic in KSP1 Mod Releases
Thank you!!! -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
maranor replied to TriggerAu's topic in KSP1 Mod Releases
I have my own edited system called Kerbalia, created from different planets of Outer planets, New horizons and Other worlds. But default OPM (its 1.0.5 version) should work even in 1.1 (i think) -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
maranor replied to TriggerAu's topic in KSP1 Mod Releases
Really? That's awesome! I will wait with my new universe for this mod, then I have so many planets... TWP will be very useful -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
maranor replied to TriggerAu's topic in KSP1 Mod Releases
Hi, this looks like a really great and useful mod! Thanks for creting it Once it's out for 1.1, I'm going to add it to my essential mods Just a quick question, would planner happen to work with random planets from Kopernicus? Thanks! -
Kerbal Space Program 1.1 Hype Train Thread.
maranor replied to Whirligig Girl's topic in KSP1 Discussion
HYPEEEEEEEEEEEEEEE its hereeeeeeeeeeeeee -
Kerbal Space Program 1.1 Hype Train Thread.
maranor replied to Whirligig Girl's topic in KSP1 Discussion
How is not everybody HYPING about KasperVld's tweet? :-O -
Kerbal Space Program 1.1 Hype Train Thread.
maranor replied to Whirligig Girl's topic in KSP1 Discussion
Hi guys, I just wanted to stop by and say....... HYPEEEEEEEEEEEEEEEEEEEEEEEEEEEE -
Kerbal Space Program 1.1 Hype Train Thread.
maranor replied to Whirligig Girl's topic in KSP1 Discussion
I mean like in Outer planets mod, just adding new bodies to the existing system But I want to have like 30 planets on very different orbits -
Kerbal Space Program 1.1 Hype Train Thread.
maranor replied to Whirligig Girl's topic in KSP1 Discussion
Hey guys, just a little hype off-topic in a spirit of my previous hype, which mod for planets do you think will be used? Planet Factory or Kopernicus? With the improved performance, I hope I'll be able to use more planets, edit some planet-mods into one and make Super Kerbol system -
Kerbal Space Program 1.1 Hype Train Thread.
maranor replied to Whirligig Girl's topic in KSP1 Discussion
I can't wait for 1.1 so I can play KSP again and explore new mod-added planets!!!!! -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
maranor replied to nightingale's topic in KSP1 Mod Releases
Oh, I see! I thought it was a bug, to do these kinds of experiments from stations landed on planets. Thanks for clarification and once again, thanks for great mod(s)!- 469 replies
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- contract configurator
- contract pack
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
maranor replied to nightingale's topic in KSP1 Mod Releases
Well, I was reading this thread and some people have the same problem I have - with the prograde kuarqs or plant growth experiments landed on planets. It there a new fix already? (or have I just missed it?) I'm still getting these kinds of contracts... Thanks!- 469 replies
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- contract configurator
- contract pack
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
maranor replied to nightingale's topic in KSP1 Mod Releases
Hi! Just wanna tell you your mod is awesome! Thank you so much for making Contracts more fun! (and looking forward to Station science support )- 469 replies
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- contract configurator
- contract pack
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Yup, I have no idea But I just wasn't able to complete the contract in any possible way, even tho all the conditions were met (before I took the screnshot of course, at the right altitude/speed) Anyway, I didn't have the patience to wait for a solution and I've spent only two days in this new career, so I've just reinstalled the game and started an entirely new career. Hope it will be fine now...
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Hi guys, can you help me solve this? Problem: Can't complete contracts - clicking "Run test" or staging doesnt work. It's like the game wouldn't see the correct altitude/speed information: IMAGE - As you can see, I'm at 35000 meters, going faster then contract says, but the requirements are still met. I've tried loading some older save and got a contract to test something at altitude of 8000 meters. But after reaching the altitude, the game didn't see it and it was still showing the small clock icon. I've also tried several different saves and restarted the game several times. This happened in new career and installing two new mods: Kethane and Kerbal clock. But first two days of playing this new career everything was working fine. PC Windows 7 64bit (running 32bit version) - Pentium Dualcore 3,07, RAM 8 GB My mods are: Fine Print KAS Kerbal Alarm Clock Kethane Krag's planet factory Mechjeb 2 Station Science TarsierSpaceTech TweakScale No log, since the game doesn't crash... (sorry if this problem was already posted before, I just didn't find anything here or on Google) THANKS for your help!