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Everything posted by Daniel Prates
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Daniel Prates replied to Nils277's topic in KSP1 Mod Releases
Wat -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
Daniel Prates replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Nice! -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
Daniel Prates replied to Kernowden Kerbin's topic in KSP1 Mod Releases
What always made me curious about thia mod: you pronounce it Nice like the French City (neeece) or like "cool, great... nice" (noice)? -
For sure not a game-breaking bad. Funny tho.
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Those are some spotlights huh? I placed the largest one atop a space station, at 400km altitude, and it illuminates Kerbin's surface!
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
Daniel Prates replied to maja's topic in KSP1 Mod Releases
Yyeeeaaahhhhh if you could just go ahead and not get in the way of them creating great content for all of us, that'd be great. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Daniel Prates replied to Angelo Kerman's topic in KSP1 Mod Releases
Jeeezus man.... just reading this made MY computer CTD. It wasn't even on! -
btw @linuxgurugamer and @JadeOfMaar I forgot to thank you whomever of you is responsible for fixing how the OPT extensible docking ports and 'docking cam kurs' relate; earlier it wasn't working since the camera would look from behind the 3d model skin, it seems to be fixed now. Whomever did it, thanks!
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The witchcraft idea is a very good one! I like all features.
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[Airships in 1.12.3] HooliganLabs Mods
Daniel Prates replied to JewelShisen's topic in KSP1 Mod Releases
Just remembering this post from 8 years ago. Maybe doing what LGG asks above is just the way to do it justice right now. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Daniel Prates replied to JPLRepo's topic in KSP1 Mod Releases
I think it is a matter of taste. Years ago I tried kerbalism for several months, so I consider I gave it a good go. But it just wasnt for me. It is a work of art though: I envy those who have chemistry with it. For my taste though, it is too much of its own thing. It has its own supplies, health and sanity, communications, probe control, radiation, and a lot of things. It is very self-contained, it tries to reinvent a lot of ksp aspects, so it precludes you from combining it with many other mods. At the same time it is also very configurable too, if you know your way around config files. My suggestion is that you try it and see if it works for you. PS: yes yes, I know it has workarounds to function with a few other mods. Like the TAC LS config, it disables its own LS in favor of TAC. I am surfing over this a few reasons: a) this frankensteinish mixing usually combines the worse of two worlds; b) if kerbalism was made to be one way, might as well use it as intended; c) there are configs for only so many other mods. So my reasoning was always, if you wanna go kerbalism, go fully, it deserves it. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Daniel Prates replied to JPLRepo's topic in KSP1 Mod Releases
OH MY GOD yes this. Kerbal health plus TAC. To be honest, though I respect anyone who doesnt play with life suport and health/sanity mods, here between us... whats the point? Put a lone kerbal on a mk1 pod and send him on a seven years trip to Jool, no air no nothing. Come on. It is anybodys choice of course to go with other options, like kerbalism, or so many other LS mods out there like snacks etc. But to me KH + TAC is as good as it gets. -
[1.8+] Kerbal Health 1.6.8 (2024-01-22)
Daniel Prates replied to garwel's topic in KSP1 Mod Releases
I am not certain what you mean here; are the new SSPX parts not integrated yet? Hmm... now that you mentioned it, the new (largest) centrifuge seems indeed not to have the paragravity function. Well as for the main issue - different stats for loaded/unloaded vessels - I tested everything out and it is perfect: Thanks again @garwel!- 1,032 replies
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
Daniel Prates replied to garwel's topic in KSP1 Mod Releases
You're the man!- 1,032 replies
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Hello guys! Not exactly a scansat related situation, but perhaps someone here can help me. I am in the middle of a particularly enjoyable savegame; only thing is, resources availability is horrid (my fault; setting up the new save I forgot to set abundant ore). I recall it being possible to reset the seed in the savegame, and searching the blogosphere I found this.... .... but yyeeaaaahhh... I'm not sure. Besides I would also have to change the scarcity parameters, it makes no difference if I reset the seed but in the new situarion ore concemtration and everything else remains between 0% and 5% everywhere. Anyone have any ideia I can use?
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
Daniel Prates replied to garwel's topic in KSP1 Mod Releases
Glad to know it is not just me. Of course you can always enjoy the mod's many features loading the craft and minding it 100% of the time, but it does kill sime possibilities, like manning a station and leaving them there while you concentrate elsewhere. Well, Garwel being the wizard he is, if there is a way to make the stats compute equally for loaded and unloaded vessels, he will find it.- 1,032 replies
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[WIP][1.8.1] Epic Space Program - Beta 0.5
Daniel Prates replied to General Apocalypse's topic in KSP1 Mod Development
Really then, look 3 or 4 post above and check Grimas' fix for it, it is a real thing. -
Interesting, I haven't checked this mod in a while. Unobtanium, huh? Does it yield more $$ than processed gold? Or it is meant for something else then return for profit? Nevermind, I was thinking of uranite, another ore that is mentioned in scansat, similar name.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Daniel Prates replied to IgorZ's topic in KSP1 Mod Releases
+1 chime! -
No matter anything, anywhere, in any circumstance. Everytime you jettison the shield without deployed chutes, you get that damn thing stuck in there. I'd be surprised if there were any justification at all to jettison the shield before deploying the chutes, in any scenario.