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Everything posted by Benji13
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A friend at school was casually playing it and me, liking orbital dynamics/physics, immediately went home and downloaded the demo. 5 mins later I bought the game. I am now well and truly better than my friend.
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Hello. I was wondering if there is a mod somewhere that allows you to edit and rearrange the stock toolbar? For example, delete the stock rescources button and move the Alternate Rescource Panel one up there? I have tried blizzy's toolbar but I do not like the style and many mods don't use it. Thanks, Benji13.
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Three letters. SVT. (I think. Be sure to bring a good PC.)
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[FORUM GAME] Rate the avatar of the person above you.
Benji13 replied to mincespy's topic in Forum Games!
5/10 Too kaliadoscopic. -
Quick report that doesn't warrant a log. There is a spelling mistake in the description of the Quad Nuke engine. It says the 'exhaust isn't very radiactive' instead of radioactive. Cheers for a good mod, Benji13.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Benji13 replied to TriggerAu's topic in KSP1 Mod Releases
Do you know if there is a mod that allows you to re arrange the stock toolbar buttons? That could be considered a quick fix. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Benji13 replied to TriggerAu's topic in KSP1 Mod Releases
Is there a way to replace the stock resources button at the top of the toolbar with the ARP one? In the arp setting I selected 'replace stock rescources panel' but all it did was add another ARP button at the bottom of the tool bar. Which could be a bug. I can provide screenshots and logs later if required. Edit: Ok, here is the log and screenshot. Sorry the log is a bit long but I have lots of mods. -
I'm terribly sorry, please forgive me.
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If your open to mods the USI Survivivability mod is quite good.
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Can you please change the title of this post? If v3.4 works on 1.2 it is very misleading.
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Benji13 replied to Galileo's topic in KSP1 Mod Development
KSPedia entries sounds great. Still waiting for galactic neighbourhood to update...- 1,030 replies
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Jay Kerman was my primary (space) plane pilot in 1.1. Now in any new saves I immediately edit him in as a badS orange suit in place of Valentina.
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Googolplex. A googleplex is just an addiction to googling things. Edit: Unless you actually meant the google headquarters, but that wouldn't make sense.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Benji13 replied to RoverDude's topic in KSP1 Mod Releases
As in, a line in the part cfg that says cck-lifesupport? -
Kerbal: Spastic Parts
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Awesome! I love the ejection seats mod. Needs a shorter name though... Will you be taking over the Take Command mod like you said you might in that thread? It's a great mod and I don't want to see it die.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Benji13 replied to RoverDude's topic in KSP1 Mod Releases
Hello. I've just downloaded this mod and have had a bit of fun just messing around with escape pod designs. However I would like to move the escape pod parts to the life support category created by USI LS (which I also have). Is this possible or is there some sort of .dll magic/evil going on? Because I looked in the part descriptions of the USI LS parts and they didn't say 'category = life support' like expected. They just had structural and utility and the like. Anyone know how to change? Thanks, Benji13. -
Sorry, I mustn't have looked hard enough. In that case, I look forward to you mod being updated!
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[1.2.1] Structural Disks - Now with even more Polygons!
Benji13 replied to Benji13's topic in KSP1 Mod Releases
Turns out having the firespitter core and the IFS core breaks them both. I have updated the OP with a warning. -
I just had a look at your mod and I like the idea of salaries and the whole medical thing it doesn't kill Kerbals for being old (as far as I can tell, I'm on mobile so it might be cutting some stuff off).
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Benji13 replied to ferram4's topic in KSP1 Mod Releases
Right here: Just press backspace to go back to space! Although I highly recommend only using them in the atmosphere.- 14,073 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Benji13 replied to SuicidalInsanity's topic in KSP1 Mod Development
May I suggest raising the prices of some parts/making some parts harder to get (through CTT)? For example the three man 'HS-X' cockpit only costs 2,200 funds, the same amount as the stock 2 man cockpit. Especially as it is the same size and only weighs an extra 100kg. Another example is are the two RCS blocks added by this mod. They both are/can be 5 way and both cost 620 funds. The stock 4 way block (which has less power than the configurable block) cost the same. The mk2 science lab (and the mk3) costs 2750 funds. It weighs less than the 2.5m one which costs 4000 funds. As always, balance is a personal thing and these are just my opinions on the pricing, you might see it differently. Either way, thanks for a great mod!- 863 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Benji13 replied to ferram4's topic in KSP1 Mod Releases
Looking forward to this in 1.2, good thing I have Ejection Seats installed.- 14,073 replies
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Just a bit of a suggestion to any modders that are looking for something to do. It would be really cool and would add to realism if Kerbal's had a lifespan of around 80-85 years. It could be a random timer thing once a kerbal hits 80 years, I don't know. Once a kerbal hits this age and the timer ends, they would die. No turning into tourists, no loss of control. Just death. This would then force you to choose between fast, inefficient missions to other planets or long, efficient ones. Do you send Nigel Kerman on that mission 1-man mission to Jool, even though there is a chance he will die of old age on the return trip? Or save him for mun missions and hire a new kerbal for the mission? Or do you install the Deep Freeze mod and spend much funds on the tech required to freeze the kerbals for their long journey? I imagine that all of this could be done with a .dll but as I have absolutely no idea how those evil things work I will leave it to someone else. Please consider it. Thanks, Benji13.
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[WIP] Nert's Dev Thread - Current: various updates
Benji13 replied to Nertea's topic in KSP1 Mod Development
Looks very nice. Don't forget to really crank the prices up because most of the time you have plenty of cash during the end game/end of tech tree. Extremely high prices would mean that it isn't only a matter* of science points to unlock the part, but enough funds to launch it too. *Pun not intended.