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Everything posted by Daniel Prates
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The parts really look gorgeous. And stockalike too, which in my book is a bonus!
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Daniel Prates replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo many thanks for bringing this up to date! -
So no "under the hood" changes then? That sure is good to hear. From a heavy mod user point of view, at least.
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So guys! Unrelated issue to Tantares, but I imagine you are the correct crowd to ask this. Did 1.5 change a lot? Is it a completelly different animal from the previous iteration, or are parts mods still rated for 1.4.5 able to function fine with 1.5.x?
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[1.9.x] KERBAL MEDALS (for FINAL FRONTIER)
Daniel Prates replied to Daniel Prates's topic in KSP1 Mod Releases
Oh I'm pretty sure it should. I haven't updated it yet because I have not yet tested it myself, but I antecipate no problems since Final Frontier, though complex, is one of those "can't go wrong" plugins and my own mod is just a bunch of jpgs and text. -
Welldone @blackheart612! I specially like the cessna-a-like parts!
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MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Daniel Prates replied to Citizen247's topic in KSP1 Mod Releases
Crewed noses, blisters and firing positions are things no one has done before. Positions for gunners, navigators, bombardiers, spotters ... we are in need of that. -
Hello @Ser, could you clarify something to me? I am not exactly sure where the glideslope shows in the instrument. As far as real life goes, the glideslope mark walks towards the actual middle of the instrument, hence, "aligned" should be as the letter "A" I marked in the picture below. Is that the same in your mod? Or is middle or "aligned" in the "B" marked in the picture, right between the round two balls or circle thinghys you drew in the instrument?
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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
Oh that's a good. An uber-sickness would require some emergency response whereaa the mere normal sickness may not be a mission abort. Its a great way to generate diversity, great thinking.- 1,034 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
Hey @garwel two kerbals of a station crew of three were marked "sick". My station had a lab, with a health module. A few days later they registered as "ok". Am I right to understand that they were healed by the health module? Also: more modules means faster healing? Also also: are there degrees of sickness? Or only a single "sick" standard modifier?- 1,034 replies
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MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Daniel Prates replied to Citizen247's topic in KSP1 Mod Releases
It is great to see this still being developed. Hey @Citizen247 when you have the time, update this mod's spacedock page. I am sure you would be getting much more visibility if it didn't still show this as being a 1.3.1. mod. -
[1.9.x] KERBAL MEDALS (for FINAL FRONTIER)
Daniel Prates replied to Daniel Prates's topic in KSP1 Mod Releases
New version: 1.1- Added a few ribbons, changed some descriptions and names, corrected some errors. More exploration ribbons were added, to match the anomalies existing all over the Kerbol System (for instance, if you visit the Mohole, there is a ribbon for that). Some medals were renamed to help differentiate them (and their uses) from one another, although it makes little difference since the idea is that you use them how and when you want. Most changes were made on account of other player's suggestions, which are much appreciated. Also, recompiled for 1.4.5 (in name only. No actual changes were necessary. It makes no difference). -
Ok thanks anyway. When you do, perhaps think about it.
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@Papa_Joe what a wonderful mod. I started getting that weird crew transfer bug, about which I read all over the forum and that appears to have no definitive solution. As it turns out, If I select a kerbal for transfer, clicking the destination part does nothing. Looking for a bypass to that problem i stumbled into this mod, and oh boy, did it surprise me! A wonderful tool that everybody should consider using. Many kudos!
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@linuxgurugamer I think this is one of the best mods around. I will pitch in a suggestion, forgive me if it has been suggested before, or if you are not up for suggestions at all. So the thing is: not all craft are designed with parts 'showing'. imagine, for instance, if you use an empty structural fuselage and fill it with tanks, batteries etc, in a manner that when your craft is finished, the parts are 'buried' inside and not visible after you launch. If you place a part inside other, and it fails, you get the sound alarm but there is no way to know where the flaw is. Could the GUI perhaps have a little tab showing what part has presented the failure? Perhaps also the 'mute alarm' button could be replicated there, for convenience. I am also in doubt on what to type in the 'modifier' slot of the GUI. I am imagining that typing, say, 1.5 will make flaws happen 50% faster, and 0.5 would cut the frequency of flaws in half. Is that how it works?
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[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
Daniel Prates replied to Mark Kerbin's topic in KSP1 Mod Releases
@Mark Kerbin I love this mod. A doubt: if I have a 2-star pilot, he is eligible for the "flyby" mission, either mun or minmus, which will bring him up to 3 stars. So far so good. I have done it to all my pilots, they all reached 3 stars. Now the same mission keeps showing up again. If they go through them over again, it will further them to 4 and the 5 stars?- 89 replies
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- contract pack
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[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Daniel Prates replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
My suggestion would be the very first node ("start"). It already has a reaction engine (the Flea) so a simple piston engine would fit right in. It would open possibilities for simple planes too. Thanks for listening! -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Daniel Prates replied to Citizen247's topic in KSP1 Mod Releases
Allright! Great to see that this is still in development! -
Oh indeed, I didn't get before. Its clearer now. My bad, I suck at code. Thanks!
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Oh, no questions there. In 1.3 KPS it made the game ever more challenging and I loved it. It is only now that it became, well, close to unusable. To me it seems that the 600vs6000 change, being an alteration needed in Corvus alone, kinda makes me wonder if I wouldn't have to go around changing dozens of configs elsewhere. Your proposal is a good workaround, but for those who use dozens of part packs, it spells too much work. Prohibitive, even. So, for the time being, I too will be putting this mod aside. I sure hope the owner will take a look into this though!
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