pwhk
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Everything posted by pwhk
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Landed on Minmus! (Yes the landing legs are too short ) . Not very compelled to continue after this mission though, until Science comes.
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Built a plane. Unfortunately when I tried to land, the plane kept bouncing and bouncing and until the plane head into the ground headfirst . The plane broke into a few pieces, but at least Jeb can walk away from it
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1. Sound is crazy good! 2. VAB is much easier to use. 3. Wow, just found that the Mun is adequately darkened when the sun is eclipsed behind Kerbin!
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Forgetting parachutes Forgetting ladders Forgetting to put the crew in Forgetting science experiments
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Sorry if I don't go thru all 53pages of posts. Does this mod work's with Ven's Stock revamp? With Ven's the descend speed is ~12m/s for a typical Mk1 + Mk16 Chute setup (i.e. sole Mk1 pod with Mk16 on top), despite SR saying it will descend at ~5m/s at VAB. Looks like Ven's changed the parachute sizes.
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KER (mostly for dV readout), KAC, KCT, KRASH (simulator, because KCT), OPM, Transfer planner, Strategia, an LS Mod (currently on USI, but also tried Kerbalism)
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Because I still have lots of things left to do Because there are so many things I can do. (Just days ago I finally built my own SSTO spaceplane, and I am yet to visit Jool!) And because there are too many mods to try out
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You Will Not Go To Space Today - Post your fails here!
pwhk replied to Mastodon's topic in KSP1 Discussion
Forgot to attach reaction wheels to my unmanned mission and hence unable to land on the Mun properly -
// Swap Crew report and EVA report biome-dependence in space low @EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]]:FINAL { @biomeMask = 23 } @EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]]:FINAL { @biomeMask = 7 } When one finds it is silly to get out to get all the biome science Note that if you apply this patch mid-game the old biome EVA reports won't get deleted.
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Trying to write my own contract pack due to how ridiculous stock contracts are, and revealing showstopper bugs on Contract Configurator
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[1.12.x] KSPCasher: Cash Economy Rebalance, Continued
pwhk replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes I have KCT kspv1.2_3 (which is a dev version) installed. -
[1.12.x] KSPCasher: Cash Economy Rebalance, Continued
pwhk replied to linuxgurugamer's topic in KSP1 Mod Releases
Trying this mod and have some issues - Purchasing science appear to clash with Kerbal Construction Time. Basically I can buy a science node despite not having enough fund, and KCT is happy to add the node onto its research queue. Disabling KCT research time workarounds this. - Every time I leave the VAB I get the budget -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pwhk replied to nightingale's topic in KSP1 Mod Releases
I have submitted several issues on Github when writing my own contract pack, can anyone take a look? @nightingale- 5,203 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pwhk replied to nightingale's topic in KSP1 Mod Releases
I have a contract which defines an orbit to hit, but I didn't define minArgumentOfPeriapsis and maxArgumentOfPeriapsis. However, the generated contract gives a ArgumentOfPeriapsis Parameter of 0 degrees to 0 degrees regardless. http://imgur.com/a/bGspd Contract: http://pastebin.com/P6pt8ggj- 5,203 replies
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Burning through Xenon and head for Duna. It is going to take an hour (It's an early bird mission and launched many days before the window)
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Mods in Stock
pwhk replied to Choctofliatrio2.0's topic in KSP1 Suggestions & Development Discussion
Info mods: KAC, KER (TWR and dV readout), Waypoint Manager (Show waypoint in flight) "modding" mods: Module Manager, Kopernicus, Contract Configurator mods that could be added as difficulty options (like commnets of 1.2): KCT, an LS mod (USI one I guess? I didn't actually tried that...) -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pwhk replied to nightingale's topic in KSP1 Mod Releases
When I tried disabling any stock contracts before starting a game using Contract Configurator difficulty menu, after starting the game become Sandbox (i.e. all parts unlocked, mission control unavailable) Version 1.20.1-pre- 5,203 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pwhk replied to nightingale's topic in KSP1 Mod Releases
I would like to ask, when exactly contract are (re)generated. In particular, if I put a `Random()` in DATA nodes (or perhaps just anywhere), when those values will refresh?- 5,203 replies
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For some reason, when I load my Kerbalism save the oxygen tanks become NaN%. Poor Jeb (who's on a trip to minmus) can't breathe and is now doomed Offending save: https://www.dropbox.com/s/t3l4bodk2elkh6e/A2.zip?dl=0 Ship: Minmus 11
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Great mod Apparently I killed my Kerbals when hitting the Wrap button (when next KCT completion is 6 days from now...) After some experimentation it seems that Kerbalism may treat my Kerbin Station 1, which is on LKO, to be in shadow when it is not, if I use a wrap of x1000 or over... As the station completely depends on Solar panels you know what happen next Offending save: https://www.dropbox.com/s/yjgf7u2qeajox74/A2 - copy.zip?dl=0