jackalope50
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Everything posted by jackalope50
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[1.12.x] NASA CountDown Clock Updated
jackalope50 replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes Sir, Jeb is a happy Kosmonaut ! Thanks Mate! https://www.dropbox.com/s/daahla7359yrjun/Kerbal Space Program 1 23 2018 8 26 14 Am-1.mp4?dl=0 -
[1.12.x] NASA CountDown Clock Updated
jackalope50 replied to linuxgurugamer's topic in KSP1 Mod Releases
That kinda makes sense in my little mind, I will give it another try tomorrow. Thanks for all your time, mate. -
[1.12.x] NASA CountDown Clock Updated
jackalope50 replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh, well thanks for taking some time to look at that. I had already given up on NASA clock after uninstalling all my mods and reloading them one-by-one trying to find a solution. I just wanted to report the behavior in case somebody else reported the same, and then viola! Gravity Turn is a must have IMHO. -
[1.12.x] NASA CountDown Clock Updated
jackalope50 replied to linuxgurugamer's topic in KSP1 Mod Releases
Windows 10, KSP 1.3.1 Includes a video https://www.dropbox.com/s/l65ujeakm9tw4gk/KSP_NASA_clock_Gravity_Turn.zip?dl=0 -
[1.12.x] NASA CountDown Clock Updated
jackalope50 replied to linuxgurugamer's topic in KSP1 Mod Releases
Greetings, No joy here getting the clock to work correctly with Gravity Turn 1.7.6. NASA clock counts down to 0 then triggers something in GT because the LAUNCH button goes away, but the ABORT button at the bottom of the GT window never appears, and GT doesn't take control of the rocket. The 'Launch Map' shows no trajectory and the test rocket goes cartwheel about 7km up. Must be something conflicting with on of the two mods, however, I know it isn't Mechjeb because it removed it. Cool idea, though! The grand-kids love the clock! BTW thanks @linuxgurugamer for all the things you do for KSP, the degree of your involvement is simply amazing! -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
jackalope50 replied to AndyMt's topic in KSP1 Mod Releases
The "disable circularization" feature would be a welcome feature to what is the most useful mod I use! Nevertheless, thanks for updating and maintaining "Gravity Turn". I haven't used Mechjeb in months and possibly will never go back -
[RETIRED] PEBKAC Industries: Launch Escape System
jackalope50 replied to Kurld's topic in KSP1 Mod Releases
Thank You @Kurld !!!- 118 replies
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[RETIRED] PEBKAC Industries: Launch Escape System
jackalope50 replied to Kurld's topic in KSP1 Mod Releases
I love this mod, and I hope somebody can update it to work in 1.3- 118 replies
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USI-LS brought my sandbox KSS to a new dimension, but, my USI Life Support Tank is running low on supplies. Is there any way I can use KIS to refill the tank?
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Thanks Mate! Your efforts are greatly appreciated!
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I installed 0.5.9 and experienced this: With four "TT18-A Launch Stability Enhancers" (launch clamps) I must endure FOUR "clunks" (consecutively) on launch; not just the usually obnoxious ONE clunk, but FOUR! With six clamps, six clunks?! It took awhile to narrow it down to USI-LS because I thought it to be the least probable of all my installed mods to cause such a situation!! Anyway, this occurs with either a CKAN install or a .zip download from Github(?).
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I just loaded 1.0751 and none of the three new parts you mentioned in release notes appear. Washed, reloaded, repeat, Github and CKAN, not there.
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Impressive! I watched "The Right Stuff" last night on TV which compelled me to try this add-on and I'm glad that I did. The sample .craft files along with Google and Wikipedia are a history lesson worth taking if you are a neophyte rocket scientist like myself. Good work!!!
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Apologies for having to resort to asking; I have google-researched myself out looking for the answer to, how do you upgrade the Supernova engine in sandbox? What I have gathered is, I need a five star engineer with "rocket parts" onboard to upgrade. Does this involve the use of KAS or KIS? What "rocket parts" exactly? Seriously, I need to be walked through this one... sorry.