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KSP2 Release Notes
Everything posted by BlackHat
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
BlackHat replied to politas's topic in KSP1 Mod Releases
Yeah but is it "Better... Stronger... Faster" -
Science Alert will alert you that You have science you can collect. (Flashing Icon and Audible alarm) I am sure you can probably disable the audible alarm. (X) Science is more or less a tracker. It list of all science for all locations. (With buttons to select between what science is available with the science instruments on my current ship Right Now at this location. and All science everywhere that the current ship can collect with the installed instraments, etc. It also has an Alarm (Bubbles sound) but again I am sure you can disable it. It also has an optional extra icon you can put on your tool bars. Called (X) Science Here and Now. (I never use it) which may duplicate many aspects of Science Alert. I use both. (X)Science for the lists, and Science Alert to let me know when I enter an area where new Science can be preformed.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
BlackHat replied to nightingale's topic in KSP1 Mod Releases
AFAIK Waypoint Manager will place a marker where you WANT to go (The target you want to go to.) NOT where your projected landing will be. Off Hand I can think of 2 other mods that will show Impact/Landing Projections (where you are going to hit the ground on your current flight path) Kerbal Engineer's Landing window has an (optional?) marker for Impact/Landing location. Trajectories mod will display a marker for Impact/Landing location in Map view on bodies with an atmosphere. I suspect Mech-Jeb (which I never used) may also have a impact/landing location maker in one of its display screens. I suspect you might have confused a feature of another mod with Waypoint Manager. -
KSP 1.5.1 KCT 1.4.0.69 SA 1.9.6 MC 1.3.1.5 Does not seem to require a contract... (I do have contracts, but I can stick a plane on the runway, which I dont have any contracts for) try to recover and get the popup saying KCT cant do it right now. The same thing applies to Manned or Unmanned vessels placed on the Launchpad, and try to recover, or vessels that have been launched and landed near the spaceport. As I mentioned, I have never been able to use KCT's recovery. (Always get the KCT popup saying cant do that now)
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I have been having the same problem. (Could never recover crafts through KCT's Craft Recovery, I got a little popup window saying cant do that now, try doing a scene change, but that had no effect. Even if they were never launched or were on the runway) I also have KCT and ScienceAlert Realerted (with about 120+ other mods) installed. SO I uninstalled JUST ScienceAlert Realerted and now I can recover crafts through KCT's craft recovery button. So confirm it is a mod conflict between them,
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BlackHat replied to cybutek's topic in KSP1 Mod Releases
From the Github releases page: Yep just a typo on Github, I dont think it has any effect on the mod or downloading or CKAN. The same typo is also in the CHANGES.txt file. but again should not effect the mod or downloading. -
Just started my 1.5.1 game after installing this update. When I loaded the save, I got a notice that many of my crafts were missing "small decoupler stack" (and would be deleted? cant remember for sure) Aborted loading save, Rolled back to 0.15.1.5 and everything was ok. Maybe a typo in the updated cfg?
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It is a very simple MM config file. More than likely it does still work. It is old so does not follow the standard file folder format. I would just drop the "MM_AddIVA.cfg" file into the GameData folder. (Or extract the CrewPortrats-1.3.1 folder in GameData.)
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Nice!, has that been added to: Ok looks like someone has posted a patch for this: https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-community-database-of-module-manager-patches-for-stock-ksp/&page=5&tab=comments#comment-2900990 with an additional tweak by Alshain to require a tech node to unlock the ability: https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-community-database-of-module-manager-patches-for-stock-ksp/&page=6&tab=comments#comment-3021580
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BlackHat replied to TriggerAu's topic in KSP1 Mod Releases
3.10.0.0 says its for 1.6.0-1.6.x so may not work in earlier versions. You want the previous version: 3.9.1.0 - Its for 1.4.0-1.4.x (although it works fine in 1.5.1 also) Try running your KSP with ONLY the KAC mod installed if it still does not show up, then use the earlier version. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
BlackHat replied to TriggerAu's topic in KSP1 Mod Releases
The current version appears to work fine in 1.6. (and there have been no reports of problems) -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BlackHat replied to TriggerAu's topic in KSP1 Mod Releases
I think Alternate Recourse Panel will also do that. (from ARP OP: Autostaging Controller to activate stages on engine flameout) -
Ahh I get it now... You only used a couple parts from those mods as opposed to the full mod. So had the full info for those parts.
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Nice, Yeah I had already manually renamed the SRBs for SXT so they would be grouped with the others. size2SRB = SRB-25-100 KD350k "Linebacker" (SXT) KickMotor = SRB-12-0 RT-3 "Gnat" (SXT) I do wonder, it looks like you include other part info in addition to the title. (Manufacturer & Description) but they look like a duplicate of the existing info. Is there a reason for that? Or did I just miss the changes in them?
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Are you taking suggestions on the next mod? Or have you some picked out your working on now? Personnaly I would love to see SXT and RLA added to the list.
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[KSP 1.4.2] ShipEffects Continued [1.0.8.4]
BlackHat replied to Galileo's topic in KSP1 Mod Releases
Recently found this mod in CKAN (was searching for something else) after having used it way back in .90 and 1.0.2 and 1.0.4 Loaded it up in my 1.5.1 game and it looks like it works perfectly. -
Spotlighted by KottabosGames
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Watched KottabosGames video and noticed some questionable values. (also in your OP - "Both bodies are vacuum planets and have low-gravity somewhere between the numbers of the Mun and Minmus") Body Radius (km) Gravity (g @ ASL) Mun 200 .166 Minmus 60 .05 Phybi 100 .25 Iszmi 13 .1 The Gravity for your moons are too high. (unless they are solid metal bodies, Iron? Lead?) Someone else can do the real math, (Sorry Physics classes were WAY to long ago) but Phybi should probably be about .08 and Iszmi should be about .005. (Its the same size as Gilly which is also .005) As can be seen in the chart above yours are way to high for their size.
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