-
Posts
1,020 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TheKurgan
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
TheKurgan replied to Thomas P.'s topic in KSP1 Mod Releases
Looks good here too Galileo. I'm scared.... I'm getting ZERO nullreferenceexceptions... with 102 mods. Checking to see if Exception Detector is malfunctioning again LOL. NM... there is one from Infernal Robotics... ole faithful LOL GPP BETTER work, I have a $250,000,000 ship out there!! Career mode... no cheats.... funded by "The Gold Standard" -
@flywlyx This mod and your other mod "GN Drive" are being all kinds of confused on KerbalX Maybe because they share the same folder name KFC? Not sure... If you look up a craft with the Aircraft Accessories mod, you also get ships like: https://kerbalx.com/JadeOfMaar/USS-Enterprise-D-T1 KerbalX shows the GN Drive is part of Aircraft Accessories... I love both these mods BTW Thanks for your unique work... it's AWESOME!!
-
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
TheKurgan replied to Waz's topic in KSP1 Mod Releases
KSP doesn't stress the video card much at all... it puts a high demand on CPU and ram. I am willing to bet it's either a heat issue or a ram issue. Get a program to monitor and log cpu temps, and after you have the game loaded, check to see how much ram you are using. My heavily modded game will consume 16.8 out of my 32gb ram!! I have a 7700K water cooled running 20% stable overclock, and sometimes when running KSP, I can hear a slight rpm increase in my water pump! -
Cheating; A meditation on it's definition in modded KSP
TheKurgan replied to Neil Kerman's topic in KSP1 Discussion
1. Cheating to me, is automating something before you can do it manually. Using MechJeb or Gravity Turn when you have not learned to launch, fly, orbit, create maneuver nodes and dock manually first... once you feel you CAN do these things pretty well manually, and now they are becoming tedious or boring, THEN you can justify using a mod to automate these things. 2. Modifying or creating parts with absurd properties... For example, super efficient as well as super powerful engines that use tiny amounts of fuel. 3. Using the cheat menu... and 4. HyperEdit (when used in career... my opinion) -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheKurgan replied to K.Yeon's topic in KSP1 Mod Releases
deleted -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheKurgan replied to K.Yeon's topic in KSP1 Mod Releases
Ref the FAR patch, after a bit of testing, OPT works better in FAR without the patch. In my tests on my setup, the OPT wings had very little lift in FAR with the patch. My larger space planes COULD fly, but had to get up over 150ms to achieve sufficient lift, when the same plane CAN take off at about 90ms without the patch. Just my opinions and observations. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
TheKurgan replied to sirkut's topic in KSP1 Mod Releases
Hundreds of people have this working perfectly fine on 1.3. If you follow This, it works. literally 2 pages back... the top of page 93 -
my apologies... I guess I misunderstood. All the same, the docking autopilot will match rotation, then you could disengage it? Just trying to help.
-
MechJeb's docking autopilot can align the docking port with a moving ship (rotate to 0°) Then you could disengage it.
-
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheKurgan replied to K.Yeon's topic in KSP1 Mod Releases
Yes, I was using the "TRUE" reactor, actually in the spaceplane I mentioned, but the one in the repo has the power output I wanted. I hope it's ok for me to use it... I'll delete it if you want me to. -
[WIP] The REAL Nav Ball Project Thread
TheKurgan replied to NeoMorph's topic in KSP1 Mod Development
I did electronics engineering in school... many years ago... I love to build stuff (mainly long distance drones, both air and ground) I'm not normally immature in my posts, but... THIS THREAD IS ABSOLUTELY AMAZEBALLS!! -
[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 nuclear reactor is awesome... and soo OP... I love it lol! and I'm going to use it. I have a few special parts too, mostly rescued parts from abandoned, or at least outdated mods. I use them for personal use only, and could never distribute them. For example, BahamutoD's Drills for EL, converted to mine Ore, Karborundum, water and GoldOre (these are beyond doubt, thee most beautiful drills in the game BTW), I use slightly tweaked VTOL engines from T.G.O.L Group, most of BahamutoD's retractable engines and RCS (with tweakscale configs), and most recently, the Warp Reactor/drive from SciFi ship yards. One of my largest OPT space planes makes use of all these except the retractable engines... a fully self sustaining warp ship that travels to Galileo's solar system (GPP Secondary) It can create nuclear fuel from a new part from KPBS, and it's green houses keep the Kerbals fed using Tac Life Support. Fun stuff. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheKurgan replied to K.Yeon's topic in KSP1 Mod Releases
deleted -
[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
TheKurgan replied to Kerb-fu's topic in KSP1 Mod Releases
I am sure you could EASILY get the suits to work with the newest version of texture replacer. https://spacedock.info/mod/805/Green Skull Inc. Custom Design Spacesuits - Steam Punk Pack Try to get it to work, place the suit files into the proper folder and make a simple config to make them work. -
[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
TheKurgan replied to Kerb-fu's topic in KSP1 Mod Releases
That's the only 2 I know of that fit that style. Sounds like fun!! -
[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
TheKurgan replied to Kerb-fu's topic in KSP1 Mod Releases
Beaten to it lol -
Yes, congrats on the release! Any chance you could add a release version on Github as well? Curse sitting on their hands wouldn't delay someone from getting such an interesting mod.
-
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheKurgan replied to K.Yeon's topic in KSP1 Mod Releases
Was looking through the patch and noticed: name = FARWingAerodynamicModels I'm pretty sure the "s" on the end is a typo. It should read: name = FARWingAerodynamicModel I could be mistaken, I used the LEGACY WING CONFIGS / Sample Part.cfg as my reference. https://github.com/ferram4/Ferram-Aerospace-Research -
I have a question, I have created a couple of config files to enable the scanning and displaying of Karborundum through Scansat, and it works perfectly. I want to use the mod "The Gold Standard" but the scantype is the same as what I have used for Karborundum (2^29) So I changed the scantype of GoldOre to: and I changed the corresponding MM patch for the Orbital Scanner to: But it doesn't work... the option to start scanning for GoldOre exists in the Orbital scanner interface, but It will not "start" and the option to display GoldOre on any of the Scansat maps doesn't exist. I'm lost, anyone know what I could be missing?
-
I'm pretty sure there isn't, but I could be wrong. This thread is the most likely place to find information on the site's current state. Having a mod hosting site like SpaceDock for a computer game and an administrator like VITAS is the epitome of privilege. I don't think its fair to ask more from him... just my opinion. unless you are one of his patreons... maybe.
- 2,176 replies
-
- 1
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with:
-
LAST VISITED August 24 He was here recently, but for some reason is ignoring the pleas to change the licence. It's sad, I would love to see this mod updated.