Gooner
Members-
Posts
50 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Gooner
-
Has anybody figured out what % fund rewards we should set for an RSS save? Last time i tried it seemed to change from mission to mission which was a pain to keep setting.
-
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
Gooner replied to Li0n's topic in KSP1 Mod Development
I tried that mate but it just made the antennas 10x too strong. Somehow Rss has it set 10x higher but with the ingame gui still at 1. I think it has something also to do with custom barn kit as its a dependancy and the patch wouldnt work without it (not sure if that helps) . Edit What i could try is removing the patch and just using the ingame gui. That way i get the strength needed and also should make this app work. Not sure the patch is even needed since they added antenna strength to the settings. -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
Gooner replied to Li0n's topic in KSP1 Mod Development
Much appreciated. -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
Gooner replied to Li0n's topic in KSP1 Mod Development
Didn't work right for me, RSS uses a patch which increases ranges without having to change any ingame settings. I looked in the mod files to see if there was anything i could adjust myself but i had no luck. -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
Gooner replied to Li0n's topic in KSP1 Mod Development
Anyway to get this to work with Rss? -
Rewards are too high for RSS.
-
[1.2.2] Contract Pack: Historical Progression (v1.5 - 4/24/2017)
Gooner replied to pap1723's topic in KSP1 Mod Releases
Contract payouts seem way too high for RSS apart from that its a great pack thank you.- 161 replies
-
- career
- contract configurator
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Gooner replied to Starwaster's topic in KSP1 Mod Releases
I had this issue last night while using DRE with RSS. I was able to Eva on the launch pad but after entering space any attempt at an Eva would result in my kerbal exploding instantly, even after landing back down to earth. Its as if the craft gets too hot to touch after liftoff. This was with a fresh install (started a new save yesterday)- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gooner replied to RoverDude's topic in KSP1 Mod Releases
Haha i wished i'd known this earlier, i must have gone back and forth 100x . Thanks again you have saved me alot of messing around. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gooner replied to RoverDude's topic in KSP1 Mod Releases
Oh ok cool, so the kerbals will still work in the science labs even though the gui shows no EC? So i can now stop going back (every 6 days) and forth between ships just to reset the EC gui? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gooner replied to RoverDude's topic in KSP1 Mod Releases
Hi, ive got a problem with EC charge and how this mod deals with it while on rails. If i have the ship focused then that ship will not deplete its EC throughout its orbit, but if i focus another ship then the ship on rails will lose all its EC within a few days (according to the MKS gui). I have guys on science modules in space stations but atm i have to bounce back and forth between ships to reset their EC because the gui tells me they have run out of charge but when i go back to focus on the ship it shows that it has full charge still. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gooner replied to RoverDude's topic in KSP1 Mod Releases
Hi i recently installed this mod and noticed there was new classes added since i last used this mod. I decided to remove the mod for this reason as i felt it was a little bloated and also all my rescue missions ended up being for one of the new classes when i really needed to rescue some of the base classes for my space programe. So i removed the mod and just reinstalled the LS mod only. But now when i do rescue missions the guys im rescuing are tourists in which i can Eva with but nothing else. Im guessing they arent meant to be tourists but are meant to be 1 of the MKS added classes but because the mod is removed they show up as tourists. Is there anyway around this without having to start a new save ? Ps The rescue missions i speak of are fresh IE months/years in game time after the mod was removed. -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Gooner replied to sDaZe's topic in KSP1 Mod Development
I thinking of installing this mod but i have a slight concern about knowing whats the DV required to get to other bodies, does this mod come with a DV map and does transfer planner/mech jeb work with this mod?- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
Hi i have an issue where my payload specialists remain on my list as tourists once i bring them back to earth and complete the contract. Is there any work around for this? Also if i put the said tourists in a rockets and kill them (to clear up some list space) will i lose any rep or anything and will that make them disapear or just be moved to the mia/kia list ?
-
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
Gooner replied to BahamutoD's topic in KSP1 Mod Releases
Yea i noticed after i posted that there was an update on the last page but the download i got was from the OP which hadn't been updated, now i got the right dll its all good. Thanks for pointing me in the right direction. -
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
Gooner replied to BahamutoD's topic in KSP1 Mod Releases
TY Hmms i tried installing the dll from the plugin folder which you suggested but still no animation -
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
Gooner replied to BahamutoD's topic in KSP1 Mod Releases
Does this work with 1.1.3, the engines are stuck in place for me and not animating. -
If you are using Realchutes it is, if not i recomend getting it
-
Use a bit of thrust to touchdown.
-
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Gooner replied to pingopete's topic in KSP1 Mod Development
Can you point us to the tutorial you used please? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Gooner replied to pingopete's topic in KSP1 Mod Development
I've also got this issue.