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Everything posted by Quoniam Kerman
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Knes is more balanced to play in 2.5/2.7 scale anyway. The parts will work just fine in JNSQ, however excpect a somewhat closer to reality performance for rockets. You won't be able to launch an Apollo+lander convoi to the Mun and return with an Ariane 5 in JNSQ, you'll have to make two launches and rendezvous in orbit. (it is the most you can do with such heavy spacecraft with Ariane 5 in JNSQ). Stock scale doesn't suit Knes unless you want to feel like a God. Ariane 5 had become my workhorse for Mun missions in stock scale way too much ! As for a lander, with Knes parts and stock parts you surely can design some landers alright. With Hermès, you can try a somewhat Dynasoar or USAF Moon spaceplane alike project.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Quoniam Kerman replied to tony48's topic in KSP1 Mod Releases
Thanks. I was wondering if KSRSS was working with Rational Resources.- 1,981 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Quoniam Kerman replied to tony48's topic in KSP1 Mod Releases
Is the original RSS needed for KSRSS to work?- 1,981 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Quoniam Kerman replied to Thomas P.'s topic in KSP1 Mod Releases
Most mods are not version locked except Kopernicus and B9partswtich, so if you have a 1.9 for most mods it won't cause any problem on a 1.8.1 game unless specified otherwise by the modders themselves. As long as the same version of Module Manager is supported it should be fine for most of them. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Quoniam Kerman replied to Thomas P.'s topic in KSP1 Mod Releases
You can retrograde to 1.8.1 if you had the game on Steam. -
Will it be retrocompatible with 1.8.1?
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[1.12.5] Fuji 1.4 (Japanese Crewed Vehicle)
Quoniam Kerman replied to Well's topic in KSP1 Mod Releases
It is really an orbital craft, it doesn't get a lot of delta-V even without an orbital module attached to it. It can do orbbital crew rescue pretty well though. -
How many seats in that capsule? It was the only really missing braket of parts in the Knes spectrum, a bigger classical capsule and its service module as well as bigger docking ports.
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Do you think it could work for 1.9? Edit: It seems to work alright. Edit 2. I tried to continue the game I starded with PD, but it loaded the stock system instead. So it doesn't seem to remember the diversified system when I quit game. The only thing that I changed between the two times I loaded the game is that I added the newest version of Earn Your Stripes and FlightTracker, that might explain everything. https://cdn.discordapp.com/attachments/315145713895997440/679238845924900864/KSP.log OK, the mod is bugged maybe because of Unity version change in 1.8 and new textures. The can't remember a diversified system even when just quitting and reloading the same save. When quitting the game entirely and restarting it, and then loading the save, it just loads the default system. So it doesn't really work unless you don't quit your save.
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I see what you mean. As for my competence, no it is overrated, I assure you. Your mod is still huge and wide spectrum driven, so IVAs are just a minor detail.
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Love the mod, but to be fair, the only criticism I would make is that the IVAs are too simplistic to say the least even by stock game standards... But it is nice to have the N-1 and the the affiliated vessels to play with.
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Quoniam Kerman replied to Galileo's topic in KSP1 Mod Releases
Open the Delta V as an image and just use Windows key to exit KSP screen. -
Oh nice! One question, do the colliders or even the shape of the parts change from the previous version? I currently have one ship orbiting Kerbin using the Brumby command pod (Gemini like with two seats) and a LDEF experiment bus just below it and a heatshield, all maounted on a stock 1.875 fuel tank and a cheetah engine and one of the MOLE solar arrays (the one on a 1.875 power module that keeps rotating to fid the sun). If I change the mod files now, will me ship be broken when I open my save next time? Or is it preferable for the mission to end (once the experiments will be finished, the ship will return to Kerbin with those anyway) before updating M.O.L.E.?
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Quoniam Kerman replied to Galileo's topic in KSP1 Mod Releases
@Cavscout74 You seem to be using SVE. It is not needed with JNSQ, it is for stock planets. You sunflare should be back to what it is supposed to if you take it off as well as the clouds. -
Minor error in the title, the version dates from 2020 and not 2019.
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Quoniam Kerman replied to Galileo's topic in KSP1 Mod Releases
It affects one of two engines in their specs to balanced them out, and Rational Resources affects and adds a few parts for mining and Resource converting. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Quoniam Kerman replied to Galileo's topic in KSP1 Mod Releases
Those parts come from Restock mod, which remades most of the stock parts. Cheetah is one of those which weren't remade. -
Fortunately, without lide support mods, the guys can stay in orbit for a while.
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