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Everything posted by TheKurgan
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@NAD5 I decided to play the newest version of your contract pack, but I found problems. The planes are exploding often before they get to actually take off. Tested on Stock + BDArmory + Contract Configurator + your contract pack. I'm working on a solution, tweaking the spawn locations. I'll let you know if it works.
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
TheKurgan replied to IgorZ's topic in KSP1 Mod Releases
I understand, I wasn't asking for it to be done for the mod, I was just wondering if it would work, because I was thinking of doing something similar for my own personal install. -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
TheKurgan replied to IgorZ's topic in KSP1 Mod Releases
I'm not sure on the exact syntax, but couldn't a properly written MM patch exclude the parts from the Utility category if CCK exists? -
Simple Mod Idea - Fine Control Mode indicator on Navball
TheKurgan replied to Tyko's topic in KSP1 Mods Discussions
I think this is a great idea, I hope someone picks it up.- 1 reply
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I really do not know how I missed this contract pack, it's right up my alley... I absolutely love the idea!! I am sad however that it doesn't work like you had intended. I might revert BDArmory to an earlier version just to see this in action. What version of BDArmory does your previous version of the contract pack work best with? Thanks
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheKurgan replied to K.Yeon's topic in KSP1 Mod Releases
That is AWESOME!! I have not played much with those engines yet... well I guess I know what I am doing this evening lol I love rescue missions! you should tell us how it goes, with pics. -
[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
Editing the .cfg files to tailor your game to your liking can be daunting at first, but very rewarding if you are careful and take "baby steps" as you learn. Once you have the basics, and get comfortable with it, you may realize it's pretty simple... and then you start playing around with MM patches... soon you have a folder in your GameData folder with 20 MM patches you created yourself lol. Or not. It's completely up to you, but don't be scared to give it a try... it's not "beyond your abilities" just make yourself a backup of your saves and GameData folder first.- 471 replies
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
This might seem like a weird thing to say... but I really do enjoy seeing "JadeOfMaar likes this" pop up under my posts lol!- 471 replies
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
I was thinking, to fix the issue with Research Bodies when GPP_Secondary is installed, and the OPM planets remain around Grannus, could you just add !GPP_Secondary to line 1 of the GPP_OPM.cfg file? Like this: @Kopernicus:NEEDS[OPM,!GPP_Secondary,!GEP,!KSS]:AFTER[OPM] Would that make the OPM planets revert to their stock orbits if GPP_Secondary was installed, but leave them around Grannus when GPP is installed as the stock solar system replacement?- 471 replies
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
Thanks, it took me a few min to figure out how I did this when I installed it... lol too many mods. You are quite welcome Stratickus- 471 replies
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
Yes, at first glance, it looks like if you go to GameData\GPP\GPP_Configs, and delete the file GPP_OPM.cfg, the OPM planets should revert back to their stock orbits. Correct me if I'm wrong @Galileo- 471 replies
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Oh how I would love access to your hard drives for 30 min lol The Kurgan is sad... I would love to see all those parts, especially that chassis/wheels
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@SpannerMonkey(smce)The wheels in that pic!! where are they from? Sorry for the momentary off-topic question but they look awesome!
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[1.12.x] SpaceTux Industries Recycled Parts
TheKurgan replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you, you are awesome. -
[1.12.x] SpaceTux Industries Recycled Parts
TheKurgan replied to linuxgurugamer's topic in KSP1 Mod Releases
Hey @linuxgurugamer, thank you for reviving these parts!! There is something weird about the node on the MK2 Lightning Cockpit, I believe it is rotated 180° It will only accept connections from the reverse side. Is there a way to fix this in the cfg? I tried, but node definitions baffle me BTW this was reported in the original thread, but never addressed. -
[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
Location: In a Russian submarine not doing work I honestly believe you.- 598 replies
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Ok, cool, that's completely understandable Many mod parts do not have a counter-part .cfg file created in Tweakscale. This .cfg file MUST be created to enable scaling of the part. I think all parts can be scaled if the .cfg file is created, but some parts like docking ports will not work correctly if scaled. (I think)
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I have never read this from anyone before... Sure, Tweakscale can cause a little weirdness with certain parts, like wheels, but it is one mod I couldn't play without. I would like to know what problems it causes you, or how it is unreliable, maybe we can help you. I hate the fact that you are missing out on one of the most useful mods out there.
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
You can highlight just the text in someone's post and quote it. You do not have to quote the images too... just an fyi.- 598 replies
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
It's wasted many many hours of perfectly fine weather for me LOL!- 471 replies
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
Install GPP_Secondary!! I'm Stock + OPM + GPP_Secondary... life is gud!! You'll need a warp drive though I like this one personally- 471 replies
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[KSP 1.4.2] ShipEffects Continued [1.0.8.4]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
When I get home I'm installing this... oh boy, I can just imagine the sounds my ships will make... my massive over powered space planes entering the atmosphere at mach 9... (in a thick Irish accent) "She's coming apart at the seams Captain!!" -
[KSP 1.4.2] ShipEffects Continued [1.0.8.4]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
Whut the fart!? I have never seen this before... I really need to look at people's forum signatures more often. Thanks Galileo! -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
TheKurgan replied to Thomas P.'s topic in KSP1 Mod Releases
I had the same problem in the stock solar system with GPP Secondary installed... set to Auto it wanted to track Grannus... which is really really really far away... I had to go to all my relays and scansats and set them to track the sun. I dunno if the issue is with GPP or Kopernicus. I'm sure the important guys will figure it out edit: Some seemed to work fine on Auto (it correctly tracked the sun) others tried to track Grannus, eventhough the sun wasn't obstructed. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
TheKurgan replied to Thomas P.'s topic in KSP1 Mod Releases
It does, I was kidding, I just finished loading the game ... TRACKING STATION...ZOOM OUT!!! ahhhh there is Ciro... wheew