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Everything posted by scottadges
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
scottadges replied to _Zee's topic in KSP1 Mod Releases
Thanks @_Zee for your response. I actually found that I was looking for the wrong thing! It's the little icon for the MechJeb thing under "Unmanned Tech" that has the Ascent Guidance and then the next "Advanced Unmanned Tech" which has the Automated Docking, etc. So those are both the standard CTT then. Leaving this note here for future generations! Thanks -
Today I finally got my crewed Mun landing mission up into orbit and transiting on my current (now 2+ year old) heavily-modded Career Game. This has been a slow one, using both KCT and Probes Before Crew with heavily BDB-focused craft. Plus I take 6-month long breaks from KSP every now and then... Good to be back in space, though. Special thanks to the excellent Kaboom! mod for saving my orbiter from having an interstage stuck to its bottom (and preventing solar panel extension) on its way to the Mun.
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November 2023 here and works well, although I've only used the detonation function not the superklue functionality. I also wanted to thank @zer0Kerbal for maintaining this mod. This saved my Mun mission where I apparently put the interstage on upside down and had it stuck to the bottom of my Apollo/BDB orbiter. Muchas gracias!
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
scottadges replied to _Zee's topic in KSP1 Mod Releases
Hi all! Great work keeping the mod alive @_Zee this has made my latest (now almost 3 years old) KSP1 career game a much more strategic & tactical affair. I take pretty long breaks between KSP, but it's always nice to come back. Anyway, I'm struggling to find in the tech tree where the unlock for Mechjeb's Ascent Guidance (to automatically control launches) is in the revised/CTT with this mod? I'm about to unlock "Unmanned Tech" for 300 and then there's "Advanced Unmanned Tech" for 550 which has a note saying "Probe cores can do almost anything now." From what you know, is that the last unlock for Mechjeb? -
I thought about KSP1 for the first time in a long time, checked my CKAN only to see every mod required an update, then saw another post here on the forums for the SteamCharts links (here). Crazy to see how KSP1 still has roughly 10x the average daily players than KSP2. Made me think I should dust off that last save game from 18 months ago...
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- 29,079 replies
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- 29,079 replies
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Today I worked on a small MicroSat for a little contract in my Career Game: Includes parts for DMagic Orbital Science, antennas from BDB, and a couple ReStock parts. Super-lightweight and as efficient as I could make it. Total weight is only 286Kg in the VAB (including a small reaction wheel + extra battery clipped in the probe core).
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Working on my latest Career Game space station, playing around with the amazing parts from ReStock (metal), SSPXr, MMSEV/Planetary Bases, BDB, and a few other bits & bobs: The three modules include: - M1: Laboratory / Hub / Basic Systems & Life Support (central axis, launching 1st) - M2: Command / Hab expansion (port side) - M3: Life Sciences (starboard side) There's a CMOS 1.5m port at the aft end of the station for future expansion of a larger orbital construction facility (Simple Construction mod). The little automated supply pod attached to M2 is very WIP but going for a low-cost, expendable monopropellant-based platform. Any suggestions for improvements?
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
scottadges replied to Papa_Joe's topic in KSP1 Mod Releases
Hi there, I'm hoping someone can help me understand better what I'm seeing in the VAB: These parts are from the mod Planetside Bases (as well as SSPXr). Specifically, I'm using the C200 port to connect to a M50H habitation area. Are these considered "connected" even though they're listed as separate in the GUI? When using the SSPXr docking ports alone, there's only one area in the GUI which is green, but using these other ports, I'm getting the two areas. Appreciate any help or guidance you can offer! -
Hello, I thought I'd ask here if Connected Living Spaces (CLS) is supported with this mod? Or if anyone has a patch that can make it work? My issue: CLS is showing the M50H as a separate area that's not connected (unless I'm not reading CLS properly, if anyone can correct me that would be helpful!) even though I'm connecting using the C200 port? Appreciate any help!
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
scottadges replied to Dr. Kerbal's topic in Forum Games!
1361- 7,455 replies
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Will Kerbals die of old age now?
scottadges replied to Nerbal The Second's topic in Prelaunch KSP2 Discussion
Well that was 20 minutes of Wikipedia-rabbit-hole time that I won't get back. This is where I ended up: https://en.wikipedia.org/wiki/Halocline -
So far my Probes Before Crew career start is going well! The simple Codac Observer (aka BDB's Lunar Observer) was the first piece of Kerbal technology to ultimately reach out beyond LKO, thanks to the potential of its Prometheus/Titan 3rd stage and onboard monopropellant engine. Here it is capturing the first stunning photographs of the Mun: After the Munar flyby, this little guy had so much dV remaining in the monopropellant engine, it was able to adjust maneuvers to get a wholly-unexpected Minmus intercept some 15 days later. In the spirit of a craft that just wouldn't quit, it captured the first pictures of Kerbin's distant little moon well beyond its original intended mission. With Minmus receding from view and on its way to escaping Kerbin SOI, it used its last ~100 dV of monopropellant to attempt a Kerbin re-capture... but it just wasn't enough. The Codac Observer now continues its adventure off into the heavens (i.e. escaping Kerbin SOI for a wider Kerbol orbit).
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
scottadges replied to Paul Kingtiger's topic in KSP1 Mod Releases
Thank you! So great that you're keeping this mod alive and well.- 1,553 replies
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SimpleConstruction! (SCON) Stock rocket building
scottadges replied to zer0Kerbal's topic in KSP1 Mod Releases
Hi there, long-time user of SimpleConstruction and really glad it's been taken over and updated! Question regarding the ExtraplanetaryLaunchpads DLL included: The most recent version of EL (per the forums) is 6.99, but the version included with SC is 6.8.3 currently. I would assume using the 6.8.3 does everything you need it to do for this mod. (In previous SC iterations, I remember having to jury-rig the old SC config files with the latest EL file.) Do you anticipate using or including the updated the EL file with SC? Or maybe it doesn't matter at this point? Thanks for all your work! -
Just using EVE + Astronomer's Visual Pack (AVP) with the 4K textures, Planetshine, and Scatterer. (Oh, and I also bump saturation and adjust contrast in the PNG file before I post to Imgur.)
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Getting my 1.12 Final Career up and running, starting with Probes Before Crew to make it a little more interesting. Here's my Orbiting Solar Observatory (included with the BDB probes) after completing a profitable little contract.
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Wanted to say big thanks for all the cool probes included with BDB. I'm doing a final KSP1 Career game and started with Probes Before Crew. Here's my Orbiting Solar Observatory proudly tracking the Sun after completing a successful contract (and netting a little chunk of funds & science). See spoiler below: