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Everything posted by Starslinger999
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[1.12.5] Modular Kerbalism - Science Only Profiles
Starslinger999 replied to theJesuit's topic in KSP1 Mod Releases
That sucks. I thought the whole point of this mod (and the other outdated sci-only config) was to allow for mods like MKS to work? -
[1.12.5] Modular Kerbalism - Science Only Profiles
Starslinger999 replied to theJesuit's topic in KSP1 Mod Releases
It seems like this mod doesnt change the Science Arms from breaking ground which use the stock science system still. Also I am getting errors from kerbalism about MKS being incompatible despite only having installed core and this mod. Been testing in sandbox mostly so Im not sure if theres anything else but those were the two I noticed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Starslinger999 replied to RoverDude's topic in KSP1 Mod Releases
Ah okay I was hoping that was the case, wouldnt make much sense compared to normal MKS/Vanilla KSP mining to have biomes run out of stuff but this makes more sense. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Starslinger999 replied to RoverDude's topic in KSP1 Mod Releases
My one question with wolf is if the biome resources are depletable (unlike the normal mining system) and if so is there a way to change that -
Any word on when the Science Only config will be updated?
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Lets just say my shuttle's external tank is a bit... unconventional... So that wouldn't really work. I can get away with putting 2 tanks in my shuttle by having one sticking out the bottom of the cargo bay a bit but any more and it becomes too unstable, so I can atleast do the Pilot version with the shuttle but for 4 I would either need 2 support shuttle launches or a heavy lift rocket... which I am working on
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Currently working on designs for Minmus STS-5 and 6 and I am having trouble fitting all 4 fuel pods into the launches as I only have 1 support launch... I may need a dedicated launcher to launch 4x 40 ton (8 tons or so when empty) fuel pods at once to fulfil the commander badge (I’m not sure how I’m supposed to do this with a shuttle without making a brand new shuttle that can fit 4 orange tank based fuel pods in them) I can atleast do Mun STS-1 through 7 as designs for those work.
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[1.2.2 / 1.3] Career Evolution Contract Pack
Starslinger999 replied to pap1723's topic in KSP1 Mod Releases
Any word on if the fix worked for the other contracts? -
Is this compatible with far future technologies?
- 202 replies
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
Starslinger999 replied to _Zee's topic in KSP1 Mod Releases
Now all we need is a config that removes the return from orbit requirement for achieve stable orbit -
Ive seen playthroughts with PBC and this and the PBC contracts dont show up at all so Im wondering whats going on EDIT: I see settings thing missed that
- 134 replies
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- contract configurator
- contract pack
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(and 1 more)
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Any word on when the science only config will be updated?
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
Starslinger999 replied to _Zee's topic in KSP1 Mod Releases
What contract mods would be good for this? -
Honestly that would be really cool if I could do a Constelllation MTV style spin up would count as gravity.
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For me it flat out freezes my game on load.
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Seems the new update broke the science only config.
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Does this mod work with Probes Before Crew or other such tech tree mods
- 134 replies
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- contract configurator
- contract pack
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(and 1 more)
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