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KSP2 Release Notes
Everything posted by Tarheel1999
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@KoolBreeze420 Or AVC. Truth be told neither are going to be much use for major KSP updates. Too much breaks. For point releases and general mod updates AVC is pretty good.
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KSP crashes after new update HALP!
Tarheel1999 replied to Tykylo's topic in KSP1 Technical Support (PC, unmodded installs)
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tarheel1999 replied to cybutek's topic in KSP1 Mod Releases
Welcome to the forums, please do the modders which maintain these awesome mods and the other players which frequent these forums the courtesy of reading a couple of pages before posting. If you had, you would have seen that a rough recompile was made available during the pre-release and that a full release is coming in the future. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
It may as simple as adding that part module to the part with a MM patch. That said adding that module may have unintended consequences. The only way to know is try it and see what works and what doesn't. -
I'm not sure if that is correct. I think nightingale found a bug while working on Contract Configurator that required a change to the toolbar wrapper. I think toolbar still needs to be updated for 1.2 though.
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Why would his answer be any different to this question? The legs currently come in one size. If that doesn't work for you that's okay. Install infernal robotics once it updates and build your own legs. Or use girders and add wheels. Lots of options in this game if one particular part doesn't scratch your fancy.
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Sadly, the arrows do not work properly. This was raised during pre-release but there were no simple, obvious solution. I don't know why the diagram was messed up though. Maybe try using the engine to check for fuel request.
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I'm sorry I don't know what you are asking. Part Modules can be added on a per part basis by using Module Manager (preferred) or by directly adding the Part Module to the part's cfg file (not recommended). You cannot add modules to a specific instance of a part.
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Why would that need to be? Can't you just MM that module into any docking part you want? Also I'm pretty sure if you look through the last couple of pages you will find a MM patch doing just that.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Tarheel1999 replied to NecroBones's topic in KSP1 Mod Releases
See here: -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Tarheel1999 replied to NecroBones's topic in KSP1 Mod Releases
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Yes. @linuxgurugamer you are a machine. I know your are maintaining a lot of your own mods and pinch hitting for a bunch of others, but I have a small request. The creator of this mod had a EVA mod which gave you more control over the Kerbal. Some of the mod has become stock but some things haven't like setting jet pack thrust level, precision mod with cap locks key, key binds for pitch up and down, etc. Very useful for orbital construction and on Minmus. If you could take a look when you get a chance I would appreciate it.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tarheel1999 replied to cybutek's topic in KSP1 Mod Releases
That was a recompile, not an update. It was offered for testing with the understanding that somethings wouldn't work properly,e.g., some delta-v calculations due to the new fuel flow rules. -
Since you want to be snippy, how about you engage the magnet at 0 and then slowly ramp it up. Like RoverDude did in his stream. Or build a more stable and/or heavier crane.
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The problem there seems to be a combination of craft design and too strong magnet. That kind of went exactly as I would have expected. Those girders are pretty light. A similar design might work if you made a H instead of a U.
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I'm pretty sure he understood the request. Your request is just more complicated than you think.
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