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Fizbanger
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fizbanger replied to RoverDude's topic in KSP1 Mod Releases
I have nothing selected in compatible KSP version. My version is 1.7.3 with the Breaking Ground expansion. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fizbanger replied to RoverDude's topic in KSP1 Mod Releases
Funnily enough I just check CKAN and the only USI mods there are USI Life Support and Tools. I'm assuming I'm doing something wrong here... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fizbanger replied to RoverDude's topic in KSP1 Mod Releases
Sorry guys stupid question but how do I download this mod? GitHub has no obvious download button that I can see anywhere. Just a listing of the different version of the mod and it's content. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fizbanger replied to RoverDude's topic in KSP1 Mod Releases
Yes that was a question and you gave me the answer. Thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fizbanger replied to RoverDude's topic in KSP1 Mod Releases
Just wanted to confirm this MOD works with KSP 1.6? -
Kerbal Space Program 1.1 Hype Train Thread.
Fizbanger replied to Whirligig Girl's topic in KSP1 Discussion
What's the date of the 1.0 anniversary? I guess I'm just looking for the release date. -
Kerbal Space Program 1.1 Hype Train Thread.
Fizbanger replied to Whirligig Girl's topic in KSP1 Discussion
I mean 1.1 -
Kerbal Space Program 1.1 Hype Train Thread.
Fizbanger replied to Whirligig Girl's topic in KSP1 Discussion
Do we have any ETA on when the next release will go into production? -
Planetary Intercepts - coming in too fast
Fizbanger replied to Fizbanger's topic in KSP1 Gameplay Questions and Tutorials
The thing is I used Kerbal alarm clock to work out the right transfer window for Dres. So I must have stuffed something up during the transfer and ended up coming in too fast. Are there any best practice type of steps you guys follow to make sure the orbits are similar? -
Hey guys, tried looking around but couldn't find a clear answer on this. I'm starting to do more and more interplanetary trips and quite often I just seem to be coming in way too fast. For example I just did a trip to Dres and once entering the SOI found that I would need to burn 3500ms to be able to circularize but looking at delta-v maps it shows something closer to 1200ms. So my questions are: 1. Is this normal and I am just misreading delta-v maps and need to build to suit? 2. Is there a trick for most efficient intercepts (e.g. coming in prograde or retrograde)?
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Hey guys, just to update the fix does not work for me. Copying the .cs file also has no effect - just everything bugged. Having said that, without the fix the only transmission that doesn't work is from the science lab - all other transmission works fine. Weird annoying bug. Love this mod though.
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So it looks like the dll fix works for some but not others. It's just a case of overriding the existing remotetech.dll right?
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Hmm, that DLL Fancymouse created doesn't fix it for me. It also seems to break lots of things as well (e.g. map view doesn't show anything, antennas say targets are unknown). I just revert back to the previous dll. Any word from MOD creator on official fix as yet?
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
Fizbanger replied to toadicus's topic in KSP1 Mod Releases
Yep that makes sense. Thanks for clarifying.- 577 replies
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
Fizbanger replied to toadicus's topic in KSP1 Mod Releases
I've double checked and it stays at 30tons both in VAB and on launch pad. I've tried without the clamps with exactly the same result. This is weird right - I'm not imagining it? Could it be giving me a DV without atmosphere taken into account when in VAB?- 577 replies
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- plugin
- orbital parameters
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