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floating in code
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I didn't test it yet but as long as this is the case, I'm still going for the re-code. Thanks for the info. I'm pretty much occupied in the next time but I'll do that.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
codefox replied to ferram4's topic in KSP1 Mod Releases
Sorry, missed them somehow.- 14,073 replies
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- aerodynamics
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I didn't plan any update of this mod as Hullcam VDS already has this feature implemented now.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
codefox replied to ferram4's topic in KSP1 Mod Releases
Is the voxel model generated once or will it be updated when something moves, e.g. Infernal Robotics or cargo bays?- 14,073 replies
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"Reviving" Kerbals which died due to the Kraken?
codefox replied to codefox's topic in KSP1 Discussion
I doubt thats a bug. The altitude shown in the top is the alitude seen from sea level. You could give KerbalEngineer a try, it shows you the altitude over terrain. -
"Reviving" Kerbals which died due to the Kraken?
codefox replied to codefox's topic in KSP1 Discussion
Nah, I don't really give a damn on this, I was just wondering what the community thinks about this. -
I am obsessed with service bays. (Many Pictures)
codefox replied to itstimaifool's topic in KSP1 Discussion
Message of the day: Scientists are able to restore experiments so you can re-run them. That way you can just go on EVA, collect the data, reset the experiment and store the data in the command pod. -
Hey, so a friend of mine said "reviving" Kerbals (by editing persistent.sfs) is cheating, even if they died because of any bugs. I lost Jeb, Bob and Val because the Kraken hit my ship so I resurrected them. Do you think that's cheaty or do you think it's alright? How do you deal with losses due to bugs?
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I love this mod, keep up the great work. Had to be said! Such things should be stock.
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It works with 1.0. I didn't see any issues, tho I didn't try the containers. I'm using KIS instead, which is what everyone should do because the KAS containers are deprecated. Follow the instructions on deleting the parts from KAS before installing KIS: http://forum.kerbalspaceprogram.com/threads/113111-1-0-Kerbal-Inventory-System-%28KIS%29-1-1-1
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MK16 Chute overheating in 1.0.2
codefox replied to Kaiz0r's topic in KSP1 Gameplay Questions and Tutorials
But shouldn't it be a bit of common sense that opening a parachute while your spaceship is on fire is no good thing? I've kept wondering about this for a bit. :S Actually, the parachutes were way too overpowered in 1.0 - I could just instantly brake during reentry when I opened my chutes. That was just stupid, I didn't even need heat shields when I had chutes. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
codefox replied to DMagic's topic in KSP1 Mod Releases
Probably because of this: (http://forum.kerbalspaceprogram.com/content/336-KSP-1-0-is-Released) -
I had to write at least one post in here! I had to. Can't wait for 1.0.