Red2blue
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Everything posted by Red2blue
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Red2blue replied to nightingale's topic in KSP1 Mod Releases
Thanks a lot for your answere and the heads up. I like the AntennaRange Mod, cause it is a little bit more simpler then Remote Tech. I didn't tried it so far, but it seems quite unforgiving if you make a mistake. But thanks again. Will take a look at what Kerbas does. Or I will give Remote Tech a try and load your pack !- 557 replies
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- contract configurator
- remotetech
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Contract Pack: Advanced Progression - REPLACED
Red2blue replied to tjsnh's topic in KSP1 Mod Releases
Sound really great. Looking forward! Quick question. Will the pack be available via CKAN? Thanks a lot for your hard work kepping this pack up-to-date! -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Red2blue replied to DasPenguin85's topic in KSP1 Mod Releases
Absolutly love your mod. It is really fun to build this little guys and get them out into space. I got one question. If I close the box with the front panel, there is no way to right click on stuff under it to get some functionality, right? Please keep up the great work! Only one request, and maybe it is in it and i didn't found it so far (i am in career): Could you add this kind of electric generater that makes electric out oh oxigen and hydrogen (was it that??), Would be nice for areas, where solor is limited. If it is allready inside, please forget it . -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Red2blue replied to nightingale's topic in KSP1 Mod Releases
This looks really awsome. Guess, this it not compatible with the Antenna Range mod ! . . . Maybe I should take a look at Remote Tech....- 557 replies
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- contract configurator
- remotetech
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[1.0.4] Contract Pack: ScanSat Lite 1.3 (23/08/15)
Red2blue replied to severedsolo's topic in KSP1 Mod Releases
Thanks a lot! I will try this. I did excactly what you said. I was scanning the same area over and over...but this data were super accurat -
[1.0.4] Contract Pack: ScanSat Lite 1.3 (23/08/15)
Red2blue replied to severedsolo's topic in KSP1 Mod Releases
I was in an equatorial orbit therefor I could not take advantage of the planet spin. Is that what you mean? I guess I am not 100% sure what unsynchronous means . But thanks anyway! edit: Just downloaded the pack via CKAN Thanks! -
[1.0.4] Contract Pack: ScanSat Lite 1.3 (23/08/15)
Red2blue replied to severedsolo's topic in KSP1 Mod Releases
I think, that it could be something more then 15K Especially since you have to do 95%. That is quite some manuel adjusting of the craft (or do I miss something). But I also think, that 216K for the turism contract is way to much (for at least a suborbital flight). But 30K - 50K and some science would be nice - - - Updated - - - One question, when do I get the science from scanning (%)? I have maybe 24% of Kerbin and so far no science? Any idea? Thanks! -
Hi there, I am quite new to Kerbal and I really love the concept of this mod. Last days I was thinking about how to make sattelites more usefull and bang, here you come with this glorious mod. @ MeCripp: I would like to get the Origami Dishes working, because I really like your concept and the diversity. Should I do follow your post? I read something about a patch, but since I have not really much experience in KSP Modding I don't know where and how to apply the patch at Github. Maybe you could give me a hint how I make the mod compatible with mods like Dmagic and so on. Every help is appriciated. Thanks for making this mod and modding the mod with patches
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[1.0.5] RemoteTech XF [RemoteTech v.1.6.9]
Red2blue replied to Pharylon's topic in KSP1 Mod Releases
Thanks for the reply. Really happy to try it when it is released . Btw. Is it possible to have the range limited (by menu?) like in this mod : http://forum.kerbalspaceprogram.com/threads/56440-1-0-AntennaRange-1-8-Enforce-and-Encourage-Antenna-Diversity Thanks a lot! -
[1.3.x] SETI, Unmanned before Manned [Patreon]
Red2blue replied to Yemo's topic in KSP1 Mod Releases
the module manager dll is going directly into the gamedata folder --> \gamedata\ModuleManager2.6.3.dll- 2,515 replies
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[1.0.5] RemoteTech XF [RemoteTech v.1.6.9]
Red2blue replied to Pharylon's topic in KSP1 Mod Releases
Is this version allready working with 1.0.2? Thanks for making this! -
Thanks for the mod. I found it today and it sounds really cool. One question. Is the parachute taking the changed height into account? Had it yesterday, that the parachute didn't open, because it was set to 500m and I was over a hill (which was heigher then 500m) and crashed due to the wrong altitude. Will this fix it for me? Thanks a lot!