Squelch7
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[1.10.x, others] Drop-in Replacement Textures v1.10.0.0
Squelch7 replied to Cydonian Monk's topic in KSP1 Mod Releases
This is exactly what I was looking for. Thank you. -
It's another Apollo-Soyuz Test Project mission! This is somewhat less a historical replica and more a bit of Cold War comedy. There are a few surprises along the way--see if you can discover them. I hope you enjoy it! For extra immersion, grab the Apollo-Soyuz mission patch; drag the Flags folder within the mission to your GameData folder. Download from KerbalX Known issues: (Note that I started and finished this mission before I played Lupi's excellent version. Both are worth playing!) Comments and constructive criticism are welcome.
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I really enjoyed this, but has anyone else had a problem with the end node not activating? I'm sitting right on top of the final "Landed Vessel" location, but it's not giving me the end screen. Was quite a challenge for my mediocre plane skills!
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Docked/stacked nodes in Mission Builder
Squelch7 replied to stoani96's topic in Making History Discussion
With regards to your question about dialogs: there is a “pause mission” button in the dialog settings. That will mean the mission will wait until the user dismisses the dialog (although the game itself will not pause). So that’s all you need to create a chain of dialog boxes. -
Returning them to Kerbin (that is, recovering them) does indeed remove all radiation.
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There are two Kerbalism installs on CKAN. One is the mod, and one is the profiles. Did you install both? (Disclaimer: I don't use CKAN so this suggestion is just an educated guess.)
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Squelch7 replied to sDaZe's topic in KSP1 Mod Development
It looks like the new configs for the Earth and Moon biomes didn't make it into the zip, but the PNGs did (alone in the RSS-Textures folder).- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Squelch7 replied to sDaZe's topic in KSP1 Mod Development
Another vote for keeping the inclination change optional. For me, it's not just about visiting Kerbal planets with new skins, but the whole shebang--a real solar system, as-is, that you can visit with stock rockets. Related to that, was your change of the orbits to be more stock-like simply about fixing proportions (i.e. making the orbits 1/10 size as well), or was it an aesthetic choice (put Mars where Duna is, etc.)? Thanks again for your hard work.- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Squelch7 replied to sDaZe's topic in KSP1 Mod Development
STOP TEASING US MUST HAVE IT NOW take your time. You both rock.- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Squelch7 replied to sDaZe's topic in KSP1 Mod Development
@pap1723that's amazing! Count me as a vote to include it!- 2,401 replies
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Which profile are you using? I've started a bundle of careers under Kerbalism (even under SSRSS in one case) and I've never had any trouble running out of electricity in the early game (including orbit). I think he's already moved the first solar panel and battery to earlier nodes.
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Squelch7 replied to sDaZe's topic in KSP1 Mod Development
"Phobos crashed into Phobos"? What did THAT look like?- 2,401 replies
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And you're sure you've downloaded the latest version of Kerbalism? The 10 food/5 oxygen makes it look like the very first version... Apart from that, and checking you have Community Resource Pack installed, I'm out of ideas.
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Do you have the latest version of ModuleManager installed?
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That looks really cool. My ship to Duna wound up killing all three Kerbals aboard because I miscalculated oxygen requirements (or possibly lost it due to that old time warp bug, I'm not sure), but I think they would have died from radiation sickness before getting home, so yeah--terribles!