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Everything posted by Snafu225
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
Snafu225 replied to sarbian's topic in KSP1 Mod Releases
The future features sound AWESOME! In my honest oppinion I really like the need to upgrade your buildings, but the steps are far too large. VAB goes from 30 parts to 255 and then unlimited? -
[1.3.x] SETI, Unmanned before Manned [Patreon]
Snafu225 replied to Yemo's topic in KSP1 Mod Releases
I love you! This mod... I don't... can't imagine KSP without it!- 2,515 replies
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Snafu225 replied to KillAshley's topic in KSP1 Mod Releases
I don't think it's up to me to decide that^^ How much work is it to write such an mm patch or how complicated is it? I was modding other games and modified a lot of cfg and stuff, but never actually modded ksp other than drag and drop and adjusting some minor things. However I really would like to help, as this what you created is fantastic! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Snafu225 replied to KillAshley's topic in KSP1 Mod Releases
Just a small suggestion: What about the idea to keep one moon around Kerbin? Especially for players that are not that pro (like me) it was a big turn off for me that you have to rely on interplanetary travel to get to another planet/moon. That's why I used Kerbol+ for long time before going a step further. Problem with the stock system was/is that you can farm the Mun and Minmus for science, as it was already mentioned earlier. That's why I think just a small moon back at Kerbin would be a good idea, as the learning curve wouldn't be that steep. But this moon should be heavily toned down in comparsion to the Mun and Minmus, when it comes down to science yield. Maybe it's possible to offer such a variation as optional config. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Snafu225 replied to KillAshley's topic in KSP1 Mod Releases
Yeah that's why I couldn't get my head around it. I used MechJeb for the very first interplanetary mission too, but I don't want to rely on it and as I said it is really confused with New Horizon as it wants to launch my rocket straight back to hard ground of kerbin, rather than sending it far far away. What I think is quite handy is Protractor, as it is pretty easy and simple to set up. Just downloading the new update real quick! Woohoo -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Snafu225 replied to Starwaster's topic in KSP1 Mod Releases
It comes with it's own heatshields, but looking at the mm.cfg that comes with it, it looks like the stock ones should work aswell.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Snafu225 replied to Starwaster's topic in KSP1 Mod Releases
Sorry about the false alarm. Seemed to be a one time bug, as I can't reproduce it anymore. Using Windows btw.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Snafu225 replied to Starwaster's topic in KSP1 Mod Releases
Okay Starwaster, there seems to be another Issue. The stock toolbar icon seems to duplicate on scence change, just like IRs and PlanetShines did.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Snafu225 replied to Starwaster's topic in KSP1 Mod Releases
"good" to know it's not another fault on my side... had a lot of them recently Already posted this one earlier but here you go https://www.dropbox.com/s/rjaumwwm2lw4nzv/output_log.txt?dl=0- 5,919 replies
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Snafu225 replied to KillAshley's topic in KSP1 Mod Releases
Playability is great,yes I am fairly new when it comes to interplanetery travel, as I am feared having my beloved Kerbals stuck in a strange orbit in the next solar system. MechJeb seems rather confused and Transfer window planner left me utterly confused . But those are problems on my end. Keep up the great work! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Snafu225 replied to KillAshley's topic in KSP1 Mod Releases
Is there anyway to guesstimate or even know the dVs you need for this adventure. I really love it, but I end up building huuuuuuge rockets and end up with huge amounts of dV left. Last mission I even managed to make a powered landing back on Kerbin -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Snafu225 replied to Starwaster's topic in KSP1 Mod Releases
Additional: Okay I forgot that DR comes with it's own heatshield but there's the next problem. I can attach the heatshield and the decouplers, but I can't attach anything to them :/ Edit: Module Manager says: 13 errors related to Gamedata/DeadlyReentry/DeadlyReentry.cfg- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Snafu225 replied to Starwaster's topic in KSP1 Mod Releases
Nice Nice Nice Nice!!!! But DR says there are 13 problems with module manager when launching the game and I'm running a heavily modified game, so I don't know which one's the culprit... I hope this is the reason, why I haven't needed a single unit of ablator disappear on a quick reentry test. https://www.dropbox.com/s/rjaumwwm2lw4nzv/output_log.txt?dl=0- 5,919 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Snafu225 replied to Ven's topic in KSP1 Mod Development
just a few posts before... -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Snafu225 replied to Ven's topic in KSP1 Mod Development
oh dear I always changed the cfg to achieve that, as I knew that this would fix it, but I never really bothered with the ingame-ui. Thanks! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Snafu225 replied to Ven's topic in KSP1 Mod Development
can you click it at all? I have the same problem, which comes down to the reflective parts and texture replacer. Try attaching the mobile lab/container, save it, close the hangar and load it again. Should work. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Snafu225 replied to Ven's topic in KSP1 Mod Development
KSP.log: https://www.dropbox.com/s/s3ear0p74hoa478/KSP.log?dl=0 I have only realchute, and Stock part revamp installed. Same problem here, despite that it doesn't even show up in the staging. The other parachutes work fine though. -
So there is a really strange problem for me though... When re-entering everything heats up except the heatshield. I installed the thermal monitor mod and according to this mod, the heatshield is at about 285° whereas Mystery Goo and probe core, which are perfectly shielded heat up extremely fast until it explodes. Explosions everywhere but the heatshield itself hasn't lost a single digit of ablator. I even tried to tweak the settings myself, but the result stays the same. Could this have to do with far? Other than that I really love it, as reentry without it is kindergarten