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KSP2 Release Notes
Everything posted by Messernacht
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Messernacht replied to IgorZ's topic in KSP1 Mod Releases
A quick query just to see if there's a quick fix before I dig into the logs. I've been attaching the struts to my ship, and then bringing a fuel ship in for transfer. However, when I switch between vessels so I can select the relevant docking port, the ship with the struts promptly explodes. I've tried various cockpit combos, as I recall there being an issue with B9 or something, but it is starting to get a little bit frustrating. Duna's not going to colonise itself. Has anyone had similar issues and have a solution? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Messernacht replied to IgorZ's topic in KSP1 Mod Releases
I know I should likely remember this. Maybe I should be waiting for the coffee to kick in, but...I can't for the life of me remember how to add these extended struts. Should just need to copy the text and drop it into the file, right? -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Messernacht replied to Booots's topic in KSP1 Mod Development
Greetings all. Another query. I'm trying to figure out which number on the LB-15 file can increase that limit from 50 tons to a bit higher. I'm working my way through a bit of a tale on my main game, and it would help out with the intra-Kerbol jumps. Am looking to use the LB-100 for one helluva inter-system jump, and these smaller ones would be useful. Cheers. -
Perfect. Many thanks for that. Most conflict will be above the 300km mark in any case. On that topic, where did you obtain the PTMK4FX radar from? Seems perfect for these purposes.
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[1.12.x] Near Future Technologies (September 6)
Messernacht replied to Nertea's topic in KSP1 Mod Releases
Greetings all. Quick query. I recall there being an issue with the nuclear reactors not working so well when you used time acceleration/had ships going in the background powered by them. Specifically, TAC Life Support didn't like it too much, and some of my Kerbals got a little bit chilly (aka turned into Kerbsicles). Was a workaround ever found for this? -
Greetings all. A quick query. A while ago, I remember this mod having an issue with the HEKV missiles. I was just wondering whether the HEKVs are currently working, or if anyone has any specific recommendations with them. I'm running myself a little bit of a storyline in my main game, and a missile strike (combined with the railguns and some Gatling guns set as CIWS/PDS would work rather well. Many thanks,
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Messernacht replied to JPLRepo's topic in KSP1 Mod Releases
1.4.5 as well. -
[1.12.x] Near Future Technologies (September 6)
Messernacht replied to Nertea's topic in KSP1 Mod Releases
Excellent. Cheers again. -
[1.12.x] Near Future Technologies (September 6)
Messernacht replied to Nertea's topic in KSP1 Mod Releases
Many thanks @Nertea for the updates across the board. Just to check, I'm clicking the links for the Spacedock downloads, and they're all showing up as 1.4.4. In the immortal words of Charles 'Charlie' Fodderite, 'Is that a typo?' -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Messernacht replied to Booots's topic in KSP1 Mod Development
Or, alternatively, any plans you had on bypassing blockades, jumping into the atmosphere, falling and launching fighters on the way down, before jumping away. Sadly, no Adama Maneuver for you...or for me... -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
Messernacht replied to Andi K.'s topic in KSP1 Mod Releases
Greetings all. Just a quick one. I know there's a mod or two out there for better comm dishes, but for the life of me I can't remember which ones. I've also just run a test, and it looks like my JX2 dishes just ain't going to cut it. Are there any recommendations for mods/setups to allow for communication between the Kerbol/Valentine systems? I'm going to be sending some Kerbals out there in cryo (Riddick/Ripley Kerbal?) to get things set up. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Messernacht replied to Booots's topic in KSP1 Mod Development
I took the Extra files from the ESLD Master download, pasted the text directly into the Community Resource Pack folder's Karborundum file, and then changed some of the numbers relating to the availability and spread. Appears to have done the trick. Your solution of adding the module to the module config was what helped me figure out this solution, so thanks again. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Messernacht replied to Booots's topic in KSP1 Mod Development
Sorted it. Just realised I had the wrong approach Don't Drink Coffee: Find Problem Drink Coffee: Attempt, but Fail to Fix Problem Drink Scotch: Fix Problem -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Messernacht replied to Booots's topic in KSP1 Mod Development
I appreciate that. Will give it a look. Would be most keen to get the mining working as a first option, just in terms of storyline and having the ships to hand to mine it, but may end up going this path. -
Greetings all, A quick one. I have memories of the HEKV missile having issues of going off-course/not tracking/failing to light. Have these issues been fixed at all, and has anyone had success with its deployment?
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[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Messernacht replied to Booots's topic in KSP1 Mod Development
Alright, on to the next query... I've got the Extras folder now, and have attempted to place it pretty much everywhere I can think of. Taking the easy way, I was hoping to get some Karborundum off Ike. And the Resource scan is showing it all over the place. But the numbers stay stubbornly at 0.0%, and nothing will mine. Am I supposed to be installing the Extras folder and the .CFG files it contains in a specific location? Or am I just being somewhat dim? Any guidance would be appreciated. -
[1.12.x] Near Future Technologies (September 6)
Messernacht replied to Nertea's topic in KSP1 Mod Releases
That explains it quite nicely. I'll go check in there. Cheers. -
[1.12.x] Near Future Technologies (September 6)
Messernacht replied to Nertea's topic in KSP1 Mod Releases
Just checking in the event I'm doing something wrong (which is likely. I'm rather decaffeinated). I''ve got a reactor fitted to one of my ships. It works fine, cooled appropriately, and combined with TAC-LS keeps enough power to keep my Kerbals alive. Except when I'm advancing time while in another ship, the reactor is not providing power and the Life Support crashes. Is there something missing on this side that may be causing this? -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Messernacht replied to Booots's topic in KSP1 Mod Development
Fair enough. I understand it's significantly harder to code a puppy than to code a mod. If you find that pup can suddenly travel through time and space via quantum tunnelling, you may have mixed up the two. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Messernacht replied to Nertea's topic in KSP1 Mod Releases
There is an incredibly likely chance this has been answered before, and may be a daft question. But it's Friday, I'm short on meeting my Daft quota for the week, and I'm currently decaffeinated. I can get people into the inflatable modules and the rings, but I cannot seem to get them out again. My normal practice is clicking on the hatch and transferring people about, but the hatches on the inflatables are blocked and I can seem to find a hatch on the rings. Am I missing something (probably), or is there another way to transfer crew around? -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Messernacht replied to Booots's topic in KSP1 Mod Development
Yeah, that's what I'm looking forward to. I've found some; now it's just a matter of figuring out how to get it up the well. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Messernacht replied to Booots's topic in KSP1 Mod Development
Huzzah! 'Mostly Correct!'. Story of my life. Many thanks. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Messernacht replied to Booots's topic in KSP1 Mod Development
So, correct me if I'm wrong (which is likely, as I've not had any coffee in the last two hours): The drives are powered by Karborundum, but I can see that the CFG file for the Extractors makes mention of Karbonite. I'm guessing that I need to find specific Karborundum deposits, as opposed to mining the Karbonite and converting directly? Either way, it's given my storyline (such as it is) a helluva boost. -
[1.12.x] Near Future Technologies (September 6)
Messernacht replied to Nertea's topic in KSP1 Mod Releases
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Messernacht replied to KillAshley's topic in KSP1 Mod Releases
*Drops monocle in shock*