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KSP2 Release Notes
Everything posted by eberkain
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
eberkain replied to Ger_space's topic in KSP1 Mod Releases
Oh man, it would be so awesome to use Kerbinside along with KCT. -
I've been experimenting and x1000 time warp is pretty safe, could be dicey sometimes though. I'm going to play around with the Time Control mod and see if I can limit the timewarp to about x500. I'm also playing with KCT and have a much of concurrent missions going at any given time, so a slower time warp wouldn't be too bad for me. Still not the ideal solution though.
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Awesome, thank you!
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Is there log file? I just had a kerbal die without warning a couple days after going into orbit. EDIT: Also, the ability to automate actions based on things that happen to your ship is just bloody awesome. One other question, how are solar panels handled in the background sim. I'm assuming all panels are just outputting full power unless they are in planet shadow? Ships orientation is not taken into account? EDIT 2: Ok, so I managed to kill her again. I got it figured out. I have a fuel cell from universal storage as my main power source. I have the auto scripts set to activate it when low power, and deactivate it when high power. If you timewarp max speed with this setup the power hits 0 and the kerbal dies from life support failure. I'm assuming this is not a problem when using solar power sources?
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
I am curious what the function of the plasma tvs are? -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
eberkain replied to Galileo's topic in KSP1 Mod Releases
Just wanted to stop by and say I am really loving this mod, really gives the stock planets a facelift.- 1,019 replies
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- kopernicus
- svt
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Kerbal Construction Time/StageRecovery Dev Thread
eberkain replied to magico13's topic in KSP1 Mod Development
Been using this in my new career game with plethora of other mods, so far no issues. Anything specific I should check to make sure it is working right? -
I flipped through the last few pages, but didn't see anything. Is there a version for 1.2.2?
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
eberkain replied to DMagic's topic in KSP1 Mod Releases
Loving your maneuver node evolved mod, but how do you deselect all nodes? Clicking away on other stuff doesn't seem to do it and left/center/right clicking on the node its self doesn't do it. Best way I have figured is to close and reopen the map. Then you get the normal little cursor with the warp to button. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
I so wish I knew how to do this.- 3,523 replies
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- geoscience
- colonization
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
Any way to make it compatible with Kerbalism? -
Let me just say that this mod is awesome, the background sim is amazing, this game may just consume me before its over.
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[1.12.x] Kerbal NRAP - Procedural test weights!
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
Can you add a 1.875 m size if you have the MOLE mod installed? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
Really loving this mod in my new career game. I was a little shocked at how many parts are included. -
[1.12.x] Kerbal Launch Failure Revived
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
I didn't change any settings, so yes its enabled. It says its set to 50, but looking at the numbers it awarded me with 108.7 points. -
[1.12.x] Kerbal Launch Failure Revived
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
Does this give science points when there is a failure? I just had one and had around 100 science points just appear from out of nowhere. -
If they put out a 1.3 you are going to have sooo many mods to update. Hats of to you, thanks for all the hard work.
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[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
eberkain replied to Whitecat106's topic in KSP1 Mod Releases
Ohh, I'm already getting excited! -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
eberkain replied to Boris-Barboris's topic in KSP1 Mod Releases
Damn, you know I read in several spots to not use SAS with the mod, gotta open my eyes up.- 972 replies
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- autopilot
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
eberkain replied to Boris-Barboris's topic in KSP1 Mod Releases
http://imgur.com/HbVgDrP Yeah, picking a waypoint also does not turn the vessel. Probably a conflict with some other mod I have if it normally does work.- 972 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
eberkain replied to Boris-Barboris's topic in KSP1 Mod Releases
Everything seems to work, but when I switch over to Cruise Flight and set a heading, the vessel does not turn to match the heading. I feel like I must be missing something simple. Any ideas?- 972 replies
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- autopilot
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
eberkain replied to TriggerAu's topic in KSP1 Mod Releases
The mod does not seem to remember its toobar settings, it returns to the stock app launcher every time I restart the game,. -
Awesome, thanks! I'm trying to keep a lean mod list, but this is definitely on the list, gotta make my planes look good.