-
Posts
664 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Mark Kerbin
-
@sarbian I noticed you recently added a decent aircraft autopilot. Thanks for that btw! No way was I going to fly halfway across kerbin for some BS without it. While doing that I noticed the Autopilot is lacking something kinda sorta important, but not necessarily critical. Drop Tank Functionality. Auto stage apparently doesn't register if all the fuel in x stage is gone if its just fuel, and thus doesn't pitch it. (My theory. No clue if its actually how it works.) Any chance you could take some time out of your day to improve this? That thing is empty. Info keeps closing when I capture picture. Auto stage is on.
-
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Mark Kerbin replied to Galileo's topic in KSP1 Mod Releases
Guess who forgot this mod made terrain scatterers tangible!?!?!? Guess who tried to taxi a plane 2 KM at x4 timewarp to complete a contract? This guy!!! May Jeb And Bill Forever Rest In Peace. LMAO I love this mod...- 1,019 replies
-
- 1
-
-
- kopernicus
- svt
-
(and 2 more)
Tagged with:
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Mark Kerbin replied to Nils277's topic in KSP1 Mod Releases
Thanks! I would be happy to help test whenever you start work with that. =) -
[1.2 - 1.4] Elephant Engine, v0.2 (2016-05-06)
Mark Kerbin replied to NecroBones's topic in KSP1 Mod Releases
This thread is quite old. Please consider starting a new thread rather than reviving this one. Lies. This thread never dies. Please wait while we strap an elephant to this engine for optimal kerbaling. Jeb should be kept away from the VAB this time. We don't want a repeat of the monkey incident of 2016. -
History Pack Missions Missing
Mark Kerbin replied to EDB83's topic in KSP1 Technical Support (PC, unmodded installs)
Thats weird... I'll go look at how those are stored. In the mean time, reinstall. Best get that out of the way.- 1 reply
-
- expansion
- making histoy
-
(and 1 more)
Tagged with:
-
That is really really strange, and you have just killed any idea I might have for you. So here is some random ideas that are way out of the ballpark. 1. You sure you got the MacOS version? Not windows? (Dumb question I know, figured we may as well get that out of the way) 2. Is your Antivirus doing or saying anything about KSP downloads or anything? (I have no clue about macs really this is a guess) Thats as far as I can help. =/ Good luck. After thought after looking at the store. You said you downloaded the ZIP file. Assuming you checked that you got the Mac version, have you tried using the .pkg installer? That may help. JEB MAYBE! *Insert Shrug Emoji*
-
Can you post a screenshot? I usually just hold W until he gets his butt moving, but you may have another issue.
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Mark Kerbin replied to Nils277's topic in KSP1 Mod Releases
It actually appears to already be compatible.... This is planetary base systems isnt it? [Edit 10 seconds after posting] Looks like kerbal health has a MM config that trys to add itself to most mods. Seems to work here. -
I need a couple SSTO's because i cant build them myself. =/ Not good at that. Hoping I can get some stuff custom built. Idea 1: LKO (sorta) Crew SSTO State your idea simply and clearly I need a MK 1 or 2 SSTO to transfer 8-12 passangers to a station in LKO around 100-650 Km (ok thats high orbit). Needs a standard docking port and a solid RCS and SAS system. Specifics 100-450 KM LKO range. Would like to go up to 650 but 450 is workable. 8-12 Passengers / Tourists 1-2 Crew a/o autopilot Standard Docking Port At least 1500 EC and a reasonable amount of Mono-prop. Level 2 Research Station (If you can) Needs to be somewhat controllable in atmosphere on the way back, and should be a intermediate level of skill to fly. 1.4.2 + MHE compatible If there are any helpful images or drawings related to your idea, do share! Eh.. Sorry? Don't have any good ones. Idea 1: LKO (sorta) Cargo SSTO State your idea simply and clearly Same as the first one. Replace passengers with fuel. No need to stick to MK 1 or 2 because I assume I will have a fully upgrade KSC when I start needing this. Specifics 100-500 KM LKO range. Would like to go up to 600 but 500 is workable. 36 -18 Tons of cargo capacity 1-2 Crew a/o autopilot Standard Docking Port Compatible. Does not need to be able to dock itself (Though it would be nice), but I need to be able to dock to it in case of kraken attacks. Should be able to accommodate your average Rockomax Jumbo or X200 Early Level 3 Research if possible Needs to be somewhat controllable in atmosphere on the way back, and should be a intermediate level of skill to fly. 1.4.2 + MHE compatible If there are any helpful images or drawings related to your idea, do share! Eh.. Sorry? Don't have any good ones. Thank you guys in advance!
-
Ah yes. Yeah same as that basically. It would appear the closer they are to to base part of the fairing the more likely to explode. No clue if proximity to the sides/ center has any effect. I have a heavily modded game but its definitely stock panels and fairings doing it.
- 637 replies
-
Am I the only one notice that fairings have a tendency to cause solar panels to self destruct?
- 637 replies
-
Stick em in LKO. No not Low Kerbin Orbit... Low Kerbol Orbit. Those suckers will never escape the sunspa! https://youtu.be/qD028TNMvqA ^A Lovely Nexter's Lab Video Not To Be Confused With The Old Rick Roll Link https://youtu.be/dQw4w9WgXcQ
-
long load times
Mark Kerbin replied to cybermeister's topic in KSP1 Technical Support (PC, modded installs)
Is it possible you just installed more mods since then or the mods just happen to be more complex? Yes KSP 1.4 changed some things but i haven't noticed that much of a uptick with load times. If its taking much longer, inexcusably so, then your pc may have an issue, have you noticed slowdowns with other games? Your computer also might just be aging, probs not tho, hasn't been that long. -
Its a bug fix, technically we have been play-testing for the past month or so.. =P Devs seem to have gotten a handle on things tho. @UomoCapra Few questions 1. Are the engines models, AND thurst + COM centered correctly? 2. Will Reentry FX still be visible through stock parts? 3. Any pictures of these new airfields?
- 637 replies
-
- 2
-
-
An update on my earlier post on page 1655. Steam has successfully fixed KSP so now Im playing the "Download missing and updated mods and craft files from chrome without windows defender noticing because apparently it cant be told to ignore chromedownloads" Wish me luck
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Mark Kerbin replied to Nils277's topic in KSP1 Mod Releases
Do you already have it and i didnt notice.... Cos that would totally be me. If not.. Thanks for the help! [Edit] Haha Im a kraken =P. You may laugh. -
I know how @ works.... Didn't feel the need to ping him.
-
Stuck in 300km orbit with no fuel. Help!
Mark Kerbin replied to Chel's topic in KSP1 Gameplay Questions and Tutorials
That.. Is freaken weird. We have a kraken -
*Poke* Heya Linux, Ill assume your probably busy with more popular mods and, well, life.... Eh. Oh yeah, I'll be seeing if 1.4.2 is ok with this thingy.
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Mark Kerbin replied to Nils277's topic in KSP1 Mod Releases
@Nils277 Tks for the update! Could you add support for the kerbal health mod?