CreepieGreen
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KCT allows to build ships with parts that are locked or unresearched yet. It doesn't do the check with either Launch button or Build button. KCT 1.4.0.69, KSP 1.6.1 On the other hand, KRASH does do this check every time, which I think is redundant. I think it's ok to do simulation with unresearched/locked parts, or at least have an option to allow that (I set zero prices for simulations anyway).
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
CreepieGreen replied to tgruetzm's topic in KSP1 Mod Releases
If reputation is negative, would it be increased when snacks are depleted? nvm, just checked it in the code, seems allright might fit my nightmare difficulty walkthrough -
[WIP][1.3] PersistentThrust v1.0.9
CreepieGreen replied to mrsolarsail's topic in KSP1 Mod Development
> Patch to the stock ion engine using ModuleManager with realistic thrust (0.25 N) at the same power level. Use as an example to patch your own engines. Here is the relevant part of the example: (full: https://github.com/bld/PersistentThrust/blob/master/Patches/ionEngine.cfg) @PART[ionEngine] { MODULE { name = PersistentEngine } } -
[WIP][1.3] PersistentThrust v1.0.9
CreepieGreen replied to mrsolarsail's topic in KSP1 Mod Development
Is it possible to thrust while the vessel is inactive? -
Community list of mods that work/do not work in 1.1.3
CreepieGreen replied to p1t1o's topic in KSP1 Mods Discussions
And here is KCT recompilation fixing the issue: http://forum.kerbalspaceprogram.com/index.php?/topic/83342-112-kerbal-construction-time-1337-may-9-2016-unrapid-planned-assembly/&page=95#comment-2644900 -
Community list of mods that work/do not work in 1.1.3
CreepieGreen replied to p1t1o's topic in KSP1 Mods Discussions
Capcom works just fine for me. It has been updated a while ago (no toolbar mods installed)