jonassm
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Everything posted by jonassm
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
jonassm replied to theJesuit's topic in KSP1 Mod Releases
Is it on purpose 1.25m decouplers are locked behind 30 science? Feels a bit odd to have a heatshield at 15 science thats 1.25m, but not decouplers. -
I had an issue with not being able to fly (lift off) any planes after going to 15.10, is this why?
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- aerodynamics
- far
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Please don't put all that lead in the ocean.
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- life support
- overhaul
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
jonassm replied to SpinkAkron's topic in KSP1 Mod Releases
No clue. They are basically monoprop engines that also uses electricity, they're sort of a middle ground between monoprop engines and straight ion engines. They have a decent thrust of about 5.5kN with a ISP of 1350. So probably somewhere in the electric propulsion line, but im not sure. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
jonassm replied to SpinkAkron's topic in KSP1 Mod Releases
RLA -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
jonassm replied to SpinkAkron's topic in KSP1 Mod Releases
Are the resistojet/arcjet thrusters "supposed" to be in high power electrics? These things are quite.. wild -
[1.12.x] Custom Asteroids 1.9.0 - January 24
jonassm replied to Starstrider42's topic in KSP1 Mod Releases
I like having asteroids on all the time personally. And currently, even when they are on, it can be hard to differ between everything, because it's just tons and tons of white lines. Maybe even having asteroids have a different transparency/opacity on their lines, going even further something like belt asteroids having different colors compared to trojans, etc -
[1.12.x] Custom Asteroids 1.9.0 - January 24
jonassm replied to Starstrider42's topic in KSP1 Mod Releases
I dont know if this has ever been asked, and thus it might be impossible. But i would ki... do big things to be able to have asteroids appear in a different orbital color. It can get irritating when you zoom out in the tracking station and you cant find your probe because of 50000 white lines. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
jonassm replied to SpinkAkron's topic in KSP1 Mod Releases
Thanks Spink! Also, if using remotetech, would it make more sense to use the root model? Or is it "supposed" to be so you cant do interplanetary trips before tech 5/6? -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
jonassm replied to Galileo's topic in KSP1 Mod Releases
The Mun looks really, really odd to me. I can't really put my finger on it, i think its the brightness of it. Is there anyway to disable this mod for a specific body only?- 1,019 replies
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Yeah a ramp!
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[1.9.x] Contract Pack: Bases and Stations Reborn
jonassm replied to linuxgurugamer's topic in KSP1 Mod Releases
Also have the issue with contracts rapidly being available / locked in missions control. -
Hi! I would like to request a mod. Yesterday i was making a Duna rover, and there was no real way to put out tracks from the bay it was in. I could bootstrap together the octagonal struts, but that would make the payload very wide. That's why i would like to request a form of deployable tracks, that go from for an example a 90 degree angle to 25 degree angle.
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The WideField survey of Moho contract can give me a reputation plus of 246. Isn't this extremely high? Considering its a simple 1-star contract? I'm on 1.6, could that have an effect on this in any way?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
jonassm replied to cybutek's topic in KSP1 Mod Releases
One thing that really grinds my gears is that the impact marker is always enabled by default. Now, running around with a kerbal, it always shows the impact marker, and i can't enter the KER settings/toolbar because kerbals dont have a KER system