Wardstone111
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Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
Also, I have stared using Kerbal construction time to make it more difficult, changed from USI LS to TAC LS, KRASH which is to do with KCT, Heat control (but not currently for Jool), Cx aerospace (but not currently for Jool) and KW rocketry (but not currently for Jool).- 171 replies
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Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
TAC life support is now updated. I just thought you should know- 171 replies
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[1.1.2] TAC - Life Support - Dev Thread
Wardstone111 replied to danfarnsy's topic in KSP1 Mod Development
I think that lithium hydroxide is added by Realism Overhaul anyway (when it updates.) -
Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
I have just been looking at the very small banned list and just thought it may be better that instead of Koperincus being banned, make it so ay mod that changes the posision or orbital bodies of Kerbin, the Jool system and anything in between. This allows people to use things like the outer planets mod as it does not actually do anything to he challenge.- 171 replies
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[1.1.2] TAC - Life Support - Dev Thread
Wardstone111 replied to danfarnsy's topic in KSP1 Mod Development
My username is Wardstone111 on GitHub. -
[1.1.2] TAC - Life Support - Dev Thread
Wardstone111 replied to danfarnsy's topic in KSP1 Mod Development
One thing I may be able to do is use Kerbalism's disabling feature I heard about on it's wiki to disable the food so TAC and Kerbalism work together. -
[1.1.2] TAC - Life Support - Dev Thread
Wardstone111 replied to danfarnsy's topic in KSP1 Mod Development
I attempted a recompile but due to lack of knowlage failed. However, TAC lib is the odd looking file in the github repository. -
Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
Exactly that bug. I have solved it by stopping using debris on there. Did it only have Space Station 1 on the side bar by any chance?- 171 replies
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Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
I was planning to start going to Jool this week but the tracking station stopped working properly for some unknown reason.- 171 replies
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Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
I have just notice there is KW rocketry on 1.1.2. It adds quite a lot of new rockets into the game and just thought you may want to add it to your list.- 171 replies
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Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
I have just been looking through CKAN to check if any mods were updated and Crowd Sourced Science may be a good idea for people playing in career mode. It adds more science into the game plus more interesting science descriptions.- 171 replies
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Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
Yes Tarsier, I am bad at spelling mod names.- 171 replies
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Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
Another few mods I found that could be good are FAR, deadly reantry, Tarser and Cacteye.- 171 replies
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Wardstone111 replied to TaranisElsu's topic in KSP1 Mod Releases
Just to mention, I time warped forwards about 30 days without food or water (using the "Hack") but no kerbals died. Oddly the parts did work but the dying bit didn't. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Wardstone111 replied to TaranisElsu's topic in KSP1 Mod Releases
I thought you would need the model files replacing as well as KSP is on unity 5, not unity 4. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Wardstone111 replied to TaranisElsu's topic in KSP1 Mod Releases
I am currently having a play around with the files in Unity 5.2 as I have just found the textures and .blender files for the main containers. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Wardstone111 replied to TaranisElsu's topic in KSP1 Mod Releases
Is there any editable model files (it is easier to recompile a mod to 1.1 if it there is to my knowlage.) -
Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
Also started the challenge but I am still on very low kerbin orbit at the beginning of a career game. Note: I am using connected living space because of CKAN, kerbalism instead of TAC, KER and RPR which are not on the list. These only make the game harder or provide information and do not add any extra parts (talk except kerbalism which adds food and oxygen containers and KER with it's information circuits. If you don't want me using any of these, I will remove them immediately. One final note, a mod for you may want to add is Contatres which is a Tantares plugin.- 171 replies
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Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
Kerbalism may be good for the hard difficulty instead of remotetech and life support.- 171 replies
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Wardstone111 replied to Nils277's topic in KSP1 Mod Releases
Just a LS idea: You could add full support for Kerbalism in the greenhouse an other life support parts. -
Kerbal Space Program update 1.1 “Turbo Charged” is now available!
Wardstone111 commented on KasperVld's article in Developer Articles
I don't think you quite understood. 64 bit has (theoreticly) infinite amounts of ram allowance so what is the point of 128 bit. -
Kerbal Space Program update 1.1 “Turbo Charged” is now available!
Wardstone111 commented on KasperVld's article in Developer Articles
Minor problem, 126bit computers are really uncommon and there is no advantage over 64 bit except number sizes. Plus how do they compile it without a custom game engine? -
Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
You could just send five of them. Also, just a couple of mods I noticed that could be good in this: Tantares (and LV) and Ampyear as it warns you if a ship starts running out of Electric Charge.- 171 replies
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Wardstone111 replied to TaranisElsu's topic in KSP1 Mod Releases
That is good to know as I am using UKS and was on the verge of doing a lot of experiments to figure out if self sufficiency is even possible. -
Jool 500 Kolonization Challenge
Wardstone111 replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
One other idea for hard is this: you must have science purchase on on the start settings. This just meens you have to pre-purchase all the parts you want to use, before you can start using them on ships.- 171 replies
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