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KSP2 Release Notes
Everything posted by Calvin_Maclure
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Alrighty then, so just to be extra sure (and clear up some confusion form your previous post: ''There's two versions on spacedock, the one labeled "new" is not compatible, the other one is.All future versions on GitHub are incompatible.'' 1- so is v1.0.1 compatible with crafts that were created in KSP 1.1.2? 2- are the version on Spacedock (v 1.0.1) and Github the same? 3- if not, what's the difference between the two?
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Calvin_Maclure replied to sirkut's topic in KSP1 Mod Releases
Help? Nah mate, got err done! Check out the link. Album is in there. -
[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
Calvin_Maclure replied to IgorZ's topic in KSP1 Mod Releases
Mate, thank you very much! -
@tg626 When upgrading from the TRAILS version for KSP 1.1.2 to this one, will there be any craft breaking? Thanks,
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[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
Calvin_Maclure replied to IgorZ's topic in KSP1 Mod Releases
Hey, @IgorZ, i read through the forum to see if anything was stated, forgive me if this was already clarified elsewhere, but Im assuming that EVS 1.2.0 is good for KSP 1.2.2? Thanks! -
Quick question: what sort of interaction with SCANSat will this mod have? I had this mod with KSP 1.1.2 but Im just wondering if with the changes applied to SCANSat for KSP 1.2.2, what role (if any) will this mod play? Thanks
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Hi, fantastic mod! I was wondering if there is a list of all compatible/incompatible mods for Kerbalism? If something about this has already been posted on this forum, please point me towards it. Cheers!
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Calvin_Maclure replied to tomek.piotrowski's topic in KSP1 Mod Releases
@tomek.piotrowski, hey, I was just wondering if you could comment on this. Thanks! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Calvin_Maclure replied to sirkut's topic in KSP1 Mod Releases
That's what I figured (about the link). Thanks for your great work! Really lovin the mod! Had me some fun making Canadarm2 and Dextre: -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Calvin_Maclure replied to sirkut's topic in KSP1 Mod Releases
Ive been having the joint slip issue occuring. Just need to confirm if the items at this link are applicable to KSP 1.1.2 or if they're all for 1.2.2: Just triple checking... Thanks! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Calvin_Maclure replied to sirkut's topic in KSP1 Mod Releases
Is this a known issue for the reworks? This parts were not skewed like this. For some reason, several joints are all out of place... (KSP 1.1.2) -
Mono tank looks nice. Is this replacing the one that had the black (or dark) cross hatch on it, à-la Vostok? Can only find one of the two Tantares versions on SpaceDock for 1.2.2, Tantares v 1.0.1.
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So what's the diff between the two? And what would this brave editing entail?
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Yeah that's nice. I really like the docking port in the middle question. On a different note, is the KSP 1.2.2 compatible version of Tantares craft breaking for KSP 1.1.2 versions? What about Trails? Good work mate! Cheers,
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Calvin_Maclure replied to tomek.piotrowski's topic in KSP1 Mod Releases
I found out not too long ago that the OPM mod tweaks the antenna's power. Does this affect RT in any way or does RT override something like that? Cheers, -
(OPM) Exploring Sarnus
Calvin_Maclure replied to juanml82's topic in KSP1 Gameplay Questions and Tutorials
Does the x4 antannae thing still happen with OPM when RT is used? -
(OPM) Exploring Sarnus
Calvin_Maclure replied to juanml82's topic in KSP1 Gameplay Questions and Tutorials
Yes, I very much want RT (already using it). And yes, that 1000Gm dish does look damn fine. Still, even if 1000>850, if 850 already covers the deep, then... -
Wait a minute! Those... those are AIR intakes! In space! *gasp*!
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(OPM) Exploring Sarnus
Calvin_Maclure replied to juanml82's topic in KSP1 Gameplay Questions and Tutorials
@Snark, cool work! But RT already has an 850Gm dish. Is this one still really necessary (yes, I use OPM) iyo? -
Bit of an off topic question here but, what language is used to make KSP mods?? C#? C++? Something else?
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