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KSP2 Release Notes
Everything posted by JAFO
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Have a word with @CobaltWolf, of Bluedog Design Bureau. Being an old US rocket design, it sounds exactly like the kind of thing he'd be interested in making.
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So how's that 'no DVD drive' thing working out for you?
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Now that I have the default throttle setting set to 100%, I have to unlearn hitting the 'Z' after 'T'.
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Having read your last post, I think you'll be pleasantly surprised by 1.2 (which, as mentioned above, was released several days ago). Quite a few people, myself included, have remarked that 1.2 is proving to be everything that 1.0 should have been.
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While I haven't tried it myself yet, some judicious use of autostruts will probably help here.. assuming the capsule is the root part, autostrut it to the heaviest part, and autostrut the engine to the root part. For maximum overkill, enable Rigid Attachment for the joints as well.. If that lot doesn't hold the ship together, nothing will.
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Whilst I can only speak to my experience, if you go back a page, you'll see that I successfully used KML to correct a problem with a 1.2pre gamesave file.
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And ramp it up to 100... Looks like it might be time to revive the Boonta Eve Classic Challenge. Must admit I had a blast with that. Now all we need is for the Kerbal Foundries mod to be revived.
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Some slight changes were made to drag. Draggy objects are draggier, and slippery objects are slipperier.
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Even if MM isn't updated soon, there's code in there that switches the nyan cat off after Nov 1st. (mind you, there's code that enables it for April 1st )
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Sorry, but nope.. I did come across both of those, but they're not it. The one I saw actually had contracts as part of the mod. YES! That's the one! Thank you so much! Now I just have to hope it gets updated for 1.2 soon
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I recently came across a mod thread, detailing a new, more realistic system for leveling Kerbals up. It involved assigning relevant training missions to crew, a series of training flights for pilots, performing science experiments for scientists, and so on. This enabled you to get Kerbals advanced several levels before going off-planet. But now, I can't recall the name, and despite searches and prowling through hundreds of threads in likely sections of the forums, I can't find it. Does anyone know the mod I'm looking for?
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Yes.. that's coded in too.
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Being located about 1660km south of you, I feel your pain.. Funny.. was just asking myself the same question.. though I suspect it may be a 48 hour virus.
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I don't think the intent is to "ridicule and demean the 64bit app" at all.. (after all, if you recall, as soon as an official 64bit version of KSP was released, the Nyan Cat disappeared) Just as the cat only appeared in un-official 64bit versions, I think it's purely about indicating that the mod is currently only intended to be used with the 1.2 pre-release. I suspect that the first version of MM released after 1.2 is officially released, will not include the Nyan Cat.
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Great guide, and very helpful.. one minor point, however.. This is just plain wrong. Of course you can avoid networks. All it takes is one click in the settings, and you won't need to bother with them at all.
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
JAFO replied to RoverDude's topic in KSP1 Mod Releases
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Nice idea.. Though I think the level 2 & 3 skills are back to front. Fixing a flat tyre is a lot easier than fixing a hydraulic landing leg.
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Nice idea! Me likes.. (In related news, explodium, in all its' many assorted guises, has a long history of use as rocket fuel. I highly recommend reading Ignition! An Informal History of Liquid Rocket Propellants by John D. Clark. It's available in many places around the internets, and is both informative and laugh-out-loud funny.
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I sent off two satellite probes to Minmus in a single fairing(this is in 1.2pre) to fulfill a couple of contracts, and, due to the way the orbits were aligned when I arrived, decided to uncouple the probes in the reverse order to which I'd originally intended. Lo and behold, the first one I set loose refused to allow me to deploy the solar panels, as they were still 'obstructed' by the fairing. KML allowed me to sort the problem out in under 30 seconds.. So thank you, Mythos, I owe you a beer or three.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
JAFO replied to sarbian's topic in KSP1 Mod Releases
Indeed it would!