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Everything posted by NateDaBeast
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If I do static fire tests for a part, will it become more reliable as a whole, or only that specific part if I reuse it? Because I've tested this engine already and I've noticed it saying it hasn't been tested.
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- zer0kerbal
- scrapyard
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
NateDaBeast replied to Nils277's topic in KSP1 Mod Releases
EDIT: Figured it out. cant delete post sorry. -
SimpleConstruction! (SCON) Stock rocket building
NateDaBeast replied to zer0Kerbal's topic in KSP1 Mod Releases
Yes.- 410 replies
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SimpleConstruction! (SCON) Stock rocket building
NateDaBeast replied to zer0Kerbal's topic in KSP1 Mod Releases
Wanted to try this mod, but it appears to not work for me. Specifically work with Rational Resources (For JNSQ) and B9PartSwitch. Kept getting the error I posted below until I removed this mod:- 410 replies
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This is a really nice mod, but is it possible to make it so the parts in the VAB selection list don't have the effect applied to them? Some are a little too intense and hard to tell what I'm looking at. If not understandable. Thanks for a cool recolorish mod, been looking for one for a while.
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My issue now is that I keep getting this error message when I try editing the frequency of an antenna: "object reference not set to an instance of an object". I also noticed theres no names list for the 2 relay antenna I have on the craft which are both stock. EDIT: Near Future Exploration is what caused the problem.
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Anyone have any recommendations for contract packs that are compatible with JNSQ? Just worried some of the parameters would be off if I ran some that I've seen for stock.
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I've been having trouble with a interplanetary commnetwork and so I drew the problem I'm having below: Im having this basically but I'm wanting to have the comm-sats to work like so: Im kinda new to the whole commnet thing to begin with since I haven't played in a long time, but I have the general stuff down like relay and direct. Perhaps I'm doing the constellation part wrong. Or I'm just overthinking it... Any help getting my network to work like above is appreciated. Thanks.
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I believe I've found the problem. After multiple tests it seemed like one of the mods in this list is causing the problem. Will update this post if I find the mod causing the issue. (sorry if theres a double posting rule on the forums, can't edit my post for some reason) EDIT: So I've found out the mod I believe. Contract configurator worked it appeared, but the two causing the problem was Research Bodies and its dependency REPOSoftTech. Will do some extensive testing later but they seem like the culprits.
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- parts
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Yes I have it from the install provided on github. going to reinstall to double check. fingers crossed. Update: I reinstalled Coatl and its dependencies, sadly no change. Anyway I can see in logs what could be causing this? Like in the VAB I can only change the size on it. Pic below comparing the other antenna that works fine.
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For whatever reason I cannot find why I'm unable to extend and retract this antenna specifically. The CAE20 HGA Antenna and Solar Panel part is able to, but the antenna above does not for some reason. My modlist: https://pastebin.com/1Ht84p5c
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[Most 1.12.x] Near Future Technologies (August 26)
NateDaBeast replied to Nertea's topic in KSP1 Mod Releases
Does anyone know how you're exactly supposed to attach engines to some of the engine mounts? For example: https://i.imgur.com/nZpmdd4.png -
I've tested without decouples and it still persists.
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Booster Problem? In the above link is what I'm seeing usually when I have boosters on a craft. This isn't when they're firing either, see it when stationary.
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Essential Gameplay/Part Mods? Getting back into KSP
NateDaBeast replied to NateDaBeast's topic in KSP1 Mods Discussions
Will definitely try out some of these, thanks! -
So I took a break from KSP for a few years now and I just started getting back into it. Last version I remember was like 1.2 or 1.3 or right before the communication satellite system was being implemented. I've been wondering what mods I should try out that add news parts, game mechanics, gameplay etc. I really want to get into doing deep space/long journey type of game maybe even colonizing some planets. Thanks in advance!
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Mods to use with Interstellar Extended?
NateDaBeast replied to NateDaBeast's topic in KSP1 Mods Discussions
I should've mentioned that I already use those mods listed in the thread. Thanks for the others tho! -
Mods to use with Interstellar Extended?
NateDaBeast replied to NateDaBeast's topic in KSP1 Mods Discussions
Bump! -
KSP Interstellar Extended Support Thread
NateDaBeast replied to FreeThinker's topic in KSP1 Mods Discussions
What are some part mods to use with this mod? -
I'm trying to get myself back into KSP, as when I play it now I don't have as much fun as I did before. So I'm trying out Interstellar Extended, and I'm curious what mods any of you would suggest to play with it. Looking for some parts mods mostly but anything else like graphics, misc. etc. please do share! Thanks!
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[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
NateDaBeast replied to CobaltWolf's topic in KSP1 Mod Development
Looks amazing! When could we expect a download? -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
NateDaBeast replied to JPLRepo's topic in KSP1 Mod Releases
Is it possible to have it setup so when I put the TACLS parts (Life supplies support hexcan for example) into the inventory of another part, it will count towards the life support (food, oxygen etc.)? I'm trying to avoid attaching these things to my spacecraft.