AcinonyxJubatus
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KSP2 Release Notes
Everything posted by AcinonyxJubatus
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OK, great. Yes, that's what I meant, but at least I can do that, and I didn't know. Thanks.
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You mean you can store results from EVA? You can take them from the sensor and store it in the pod with a scientist in EVA?
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Hi all. This is a kind of feature request, but maybe the feature is already there and I haven't unlocked it yet. I think it would be dead useful to have some modules (typically the reentry modules) serve as experiment storage units. It would allow to move experimental results, and return them to Kerbin/Gael/Earth/Wherever, without having to stick an experimental storage unit on top of the capsule (or in any other unspeakable place), hence disabling the coupler. Thanks in advance for your reactions...
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Thanks for your answer. Only one of my career files happened to have this issue and I'm not dealing with it anymore. If you say Hide Empty Tech Tree Nodes normally manages this issue, that's all I'm asking for, really. Thanks again.
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OK thanks. The issue I have about stuff not appearing in the tree is probably due the other mod then (it's only one mod actually, I realized that after writing my post).
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Hi there. Is there a way to "reset" the hiding of the tech nodes, when a mod supported by the tech tree has been added to an existing career?
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[1.12] Extraplanetary Launchpads v6.99.3
AcinonyxJubatus replied to taniwha's topic in KSP1 Mod Releases
Oh OK. I'm not sure I visualize the landing in itself, though (would love to see a video). I was sandbox-playing with EL yesterday and yes, I guess I'll go for the survey stakes as well. Thanks for your work BTW. -
[1.12] Extraplanetary Launchpads v6.99.3
AcinonyxJubatus replied to taniwha's topic in KSP1 Mod Releases
Hi all... Could someone please explain to me why there is an engine on the type 2 launchpad? Clearly I'm missing the intended use of this part. Thanks in advance! -
I just did, it loads fine on Windows. I'm not really interested in the steampunk parts, so all good for me. Thanks!
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OK, thanks a bunch (don't count on me to throw stones at mod developers :-P) Does it break The Maritime Pack completely for me and for the time being? I.e., is it a strong dependency, or is it possible to have The Maritime Pack without 1869?
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Hi all. I wanted to try this mod, but it made my Linux install crash, apparently during the loading of 1869. Are there known similar issue? Or known incompatibilities with other mods that could cause a crash at startup? Thanks in advance.