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Everything posted by Thatguywholikesionengines
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[1.12.x] Near Future Technologies (September 6)
Thatguywholikesionengines replied to Nertea's topic in KSP1 Mod Releases
The magnetoplasmadynamic lithium-powered engines + the VASIMRs were what I meant to mention - My bad. I've got a custom config working anyway that seems to do the trick! -
[1.12.x] Near Future Technologies (September 6)
Thatguywholikesionengines replied to Nertea's topic in KSP1 Mod Releases
How would I go about converting the hall thrusters and other engines (really, as many as I can make work) to run on LH2? I like the small RCS blocks a lot, but they're, well, small. I want that kinda performance with my beloved liquid hydrogen on some bigger things! -
Oh yeah, lupi, they're great! And that's awesome! - Thanks for the speedy reply
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- launch pad
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I'm curious if an Atlas V crew tower (for Starliner and other things) could be kitbashed out of the mod's parts as-is... If not, consider it a low priority - What with how delayed CFT-1 is
- 2,294 replies
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- launch pad
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[KSP 1.8+] Kerbal Konstructs (Continued)
Thatguywholikesionengines replied to NathanKell's topic in KSP1 Mod Releases
Sorry for the late response with that, but I found a (stopgap) solution, it seems that 1.12.3 specifically absolutely breaks KK, but 1.12.2 is just fine - A bit annoying, but it's easy enough to switch! -
[KSP 1.8+] Kerbal Konstructs (Continued)
Thatguywholikesionengines replied to NathanKell's topic in KSP1 Mod Releases
Made a decent custom launch center in KK, and all was well until i closed and re-opened the game. It completely disappeared past one or two buildings, and now, despite reinstalling the mod twice, the ctrl+k keybind doesn't work. I've asked around and couldn't find any solutions, to the disappearance issue or the ctrl+k issue. For the love of god, please help me. -
totm feb 2020 Kānāwai: Ares to Mars
Thatguywholikesionengines replied to Jay The Amazing Toaster's topic in KSP1 Mission Reports
I'm team KSRSS for sure, but maybe that's just me being tired of the stock system. Do whatever! -
[1.12.x] Near Future Technologies (September 6)
Thatguywholikesionengines replied to Nertea's topic in KSP1 Mod Releases
How do I enable the extras in the latest release, to make the RD-701/704 engines run on triprop? That or, cryogenic fuels in general, I can't seem to find an appropriate patch for the engines. Is it automatic now? I love my cryogenics, so having more awesome engines to boost em with would be great. -
Your AARs are absolutely awesome, Trev! I came here to wonder why the former CADS port, an androgynous, 0.9375 port that I was planning for use on shuttles and a Skylab knockoff, got changed with the development versions to 1.25m, with an appearance more similar to the CBM. I miss my old port, and don't wish to use the Apollo probe/drogue.
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Lookin' good! I like the community tech tree as much as the next guy, but this seems like a fresh change of pace that isn't RO/RP-1 levels of complex. Count me interested!
- 120 replies
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- probes first
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What about 1.9? I've tested it in 1.8.1 a while back, everything works perfectly.
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Can confirm, something's definitely screwy with 1.11. No ground structures here, either.
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Very true! I suppose I could make a new save, maybe not at 2.56x scale, and just plonk it in.
- 1,718 replies
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- planet
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I wonder how this plays with stock system replacing planet packs.
- 1,718 replies
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- planet
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Playing the new version on 2.56 from Kerbmun, and man, landing on Mesbin's a pain. 8 km/s transfer!!! Ouch. Bluedog Design buerar.. Beureau... bueura... Bluedog Design's a fun mod to play around with, at least.
- 382 replies
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- spinning
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This is the earliest I've ever caught a mod update. Nice to see this is still alive!
- 382 replies
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Thatguywholikesionengines replied to Angelo Kerman's topic in KSP1 Mod Releases
This looks absolutely amazing! I can't wait to see where this goes, since I'm looking into a lightyear-scale KSP myself, and this seems pretty simple, for a warp mod at least! I like how it's looking so far. -
Couldn't find the cfg, the video tutorial went on without it, so I launched the game, and... It gets stuck on patching after applying 68 of them, leaving it stuck at 32%... During this, it becomes a massive memory hog. https://imgur.com/a/619CoNs
- 1,718 replies
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- planet
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Been trying to install the modpack as it looks amazing, and following the instructions to the letter, but... Where would the GU-General settings cfg file be? Is there a file path, or did I install the wrong? I just got the stellar odyssey zip from github.
- 1,718 replies
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Isn't Trappist-1 All Rights Reserved? I'd suggest checking the license of the mod you're forking before posting it on the forums. EDIT: I am a japing fool. An idiot, if you will. I am now going to exile myself for my small brain crimes.
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Cupcake's Dropship Dealership...
Thatguywholikesionengines replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Haha, nice! I'm using Restock. To be honest, the Mindy's always been a super capable little dropship to me. Even more so when you remove all of those unnecessary aerodynamic bits. 3.3+ km/s out of something that small, with that much twr, is still incredible to me! EDIT: My GameData folder's a bit cluttered for me to provide a full list, but I'm playing on GregroxMun's Whirligig World planet pack, with compatible graphics and part mods.