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KSP2 Release Notes
Everything posted by Capt. James T. Kirman
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Hi, why was the 1.8.1 version deleted from spacedock? When I go to the link provided it says it's been deleted or is no longer found.
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Are there any plans to include a SpaceX crew tower for Falcon 9s/Starships?
- 2,262 replies
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- launch pad
- saturn
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Capt. James T. Kirman replied to Ger_space's topic in KSP1 Mod Releases
I'm having a bit of trouble. I'm trying to use the terrain editor, but the entry in the wiki for it seems a bit complicated. I'm trying to put a flat surface on Duna so that I may put a base/colony along with some static objects from various KK mods, but I don't know how to even begin making the flat surface. The wiki I think references things that are beyond in-game, and I'm no modder. -
Kerbin City Restored (patch for 1.8.x - 1.1.x)
Capt. James T. Kirman replied to Aerospacer's topic in KSP1 Mod Releases
Works just as fine in 1.4.3.- 56 replies
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- static objects
- kk content
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Capt. James T. Kirman replied to Nertea's topic in KSP1 Mod Releases
Where is the cockpit with the docking port on top? Was it removed? -
[1.1.2] Orbital Utility Vehicle v1.2.4
Capt. James T. Kirman replied to nli2work's topic in KSP1 Mod Releases
It's always a shame to see mods as creative as these ones die. -
Hello. While I really appreciate this mod and find every part in it great, it's very large and I'm running into lag and memory issues using it along with the other mods I need (I'm playing with kopernicus mods and those can take up a LOT of space, pun not intended). I only need the centrifuge and inflatable parts along with their respective IVAs. I'm not quite sure how the file structure works, so can anyone tell me what to delete to isolate the two things I need? Or alternative maybe the mod maker or someone else can provide me a zip with that already done? Please and thank you!
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This is looking really good! Can't wait to see the release.
- 284 replies
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- planets
- star systems
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[1.3.1]TextureReplacerReplaced v0.5.4
Capt. James T. Kirman replied to HaArLiNsH's topic in KSP1 Mod Releases
Would it be safe to install both TR and TRR to have access to all mods that require one of either, or would compatibility issues arise? -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Capt. James T. Kirman replied to AlphaAsh's topic in KSP1 Mod Releases
I assume they're underneath that floating platform thing that's probably not supposed to be there.- 2,488 replies
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- launchsites
- bases
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Capt. James T. Kirman replied to AlphaAsh's topic in KSP1 Mod Releases
For some reason I seem to be getting this at the end of KSC's runway: That's not supposed to be there, is it? And if not, how do I get rid of it?- 2,488 replies
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- launchsites
- bases
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[1.1.2][CKAN] Civilian Populations Revived
Capt. James T. Kirman replied to GGumby's topic in KSP1 Mod Releases
Any chance at looking into, or incorporating Michael Hester's Stanford Torus? It'd be nice to have that in the game and be able to play a Type I or II civilization where (having not yet mastered the graviton to harness artificial gravity :P) Kerbals live under simulated gravity on city stations in keostationary orbit.