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Everything posted by kurgut
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Well, a lot, and they're mixed here, but procedural parts (for the spherical etc) lonesome robots station parts, station parts extension redux, Cx aerospace (also station parts), ven stock part revamp, procedural fairings. And I think that's all what you can see from the parts on the pics.
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Sounds like early career RP-1 break and fun time from sounding rocket era. Love the first tiny X-1
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First KaSS ( Kerbinterstational (awesome) Space Station ) module in orbit, historically the Zarya module. Launched with Protonuk rocket.. Next, the unity node 1module is coming!
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Yes, good solution, never tried the MMU, looks great So if you've encoutered the same bug, be aware about the science lab, in one install, it was impossible for me to make it working...
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Nice! Love those lonesome robots parts, but I have bugs with the airlock don't you?
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So. We are bored with space shuttles. They.. look like too much a plane... and we want ROCKETS! So our finest engineer (Bill) designed a new launch vehicle between rocket and shuttle (yes because Bob loved too much the cargo bay and the airlock). It has succesfully passed his flight test, and has a payload to KEO of about 15t (and more later, the first stage is overpowered), it can bring back to the ground (safely) 7t of payload (all this waste, debris, and dead kerbonauts from our stations!). And, as our space program is running out of money (as always), it is of course fully reusable (chute and reentry control system just under the nosecone for the boosters). Here it is A part of the payload is kept to test reentry with it. Reentrys, the best moments in KSP More below
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'Mk1 Lander Can' IVA Replacement by ASET[1.1]
kurgut replied to alexustas's topic in KSP1 Mod Development
I'm in love with this IVA, doing all manually, with that nice stuff, is there others IVAs in this old NASA style? (for spacecraft, command pod, no planes)? Thanks! :) -
After last Skylab expedition, the kerbal ground control decided to deorbit the station in 1979, because they just wanted a bigger one for later, and this one was too old fashioned.. Then a orbiter/lander to Duna was send, and managed gently landing. And finally, an Apuluk style mission was send to Minmus, because Jebediah was bored in the space center, so he tried for the first time manual landing, docking, rendez-vouzing, from this Lander module ( because the mechjeb unit is too expensive), this FDAI is terrible to understand, but all kerbals returned safely hopefully.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
kurgut replied to tomek.piotrowski's topic in KSP1 Mod Releases
Thanks a lot! -
Thanks! Yeah that was a port backward, when I tried to autodock with mechjeb to see what he'll do, he just tried to dock the wrong side.. I searched, and found that replacing the port in EVA with KAS/KIS worked, and it worked for me! Thanks for help
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Skylab 3, after the launch of skylab and skylab 2 that repared the broken components, now 3 kerbals will spend 55 days in orbit doing a bunch of experiment ( and a lot of science!) Here docking with apollo CSM.
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Oh yeah, and my mods installed here, all up to date:
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Hi, I simply can't dock (of course I have same docking ports type, have selected docking port as reference part, and selected the other as target, and my two vessels are gently kissing to each other but.. don't dock) : I tried a lot of things, disable SAS, changing docking port parameter, tweaking the persistent.sfs file (but was correct), differents launchs, single launch, etc. AND: I've tried with 2 simple rovers near runway, and it worked.. so now, I really don't know what to do.. The faulty naughty bad docking port I'm using here is the clamp-O-tron (not the junior). I'm wondering the issue maybe comes from my mods, so here is my output log, and I'm running ksp 1.3.1 https://drive.google.com/open?id=1K4nFgazGQPqTp5_F09w9jPks-wSZrhnw Thanks for help, my apollo style is waiting for you
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[1.11] RemoteTech v1.9.9 [2020-12-19]
kurgut replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi, I have last version version of remote tech 1.8.11.131 with KSP 1.3.1, and I would like to have omni antenna integrated in all probes cores at start in career, so I did this cfg, but It doesn't seems to work.., can you advice me? Thanks @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[RemoteTech]:AFTER[RemoteTech]: FINAL { !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntennaPassive] { %TechRequired = None %OmniRange = 160000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 5.0 } } } -
@Frylovespi Hi, is this mod compatible with a rescaled stock system (using the mod rescale, so with kopernicus/sigma)? Thanks EDIT: I tested it, and contrats are successfuly loaded but the altitudes are wrong, is there a way to match those contracts altitudes to the recaled Kerbin system (actually it is a x10.625 rescale, so a realistic one that matches real life solar system) ? rethanks
- 116 replies
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- realism overhaul
- stock
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(and 3 more)
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[1.2.2] RSSVE-Lite: Visual Enhancements for Potatoes v0.1.0
kurgut replied to Andi K.'s topic in KSP1 Mod Releases
I've just tested it, it works fine on 1.3.1, (checked all the planets). And still great performance gains. -
[1.2.2] RSSVE-Lite: Visual Enhancements for Potatoes v0.1.0
kurgut replied to Andi K.'s topic in KSP1 Mod Releases
Damn, it seems my brain remained in space, sorry and thanks -
[1.2.2] RSSVE-Lite: Visual Enhancements for Potatoes v0.1.0
kurgut replied to Andi K.'s topic in KSP1 Mod Releases
Hi, is this mod compatible with 1.3.1 ? Thanks :) -
[1.11] RemoteTech v1.9.9 [2020-12-19]
kurgut replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi, is that normal that probes don't have integrated omni antennas always on? Is there a patch for that, or maybe I have to edit the settings? (I'm used to RO settings, so I'm a little lazy adding antennas to every probe ). Thanks! EDIT: reinstalled remotetech fixed that. Nice, thanks! Sweeet, thanks -
[1.11] RemoteTech v1.9.9 [2020-12-19]
kurgut replied to tomek.piotrowski's topic in KSP1 Mod Releases
I have the same problem (but I can now interact with GUI, and black toolbar, so better) , the issue is I have multiple textures managements running at the same time: nvidia (from my computer), active texture management, texture replacer. But I need them for keeping running my mods, so let's keep going just above, so you should check in your output log, or your mods installed. -
The Official Realism Overhaul Craft Repository.
kurgut replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
Yes , I found those I wanted were actually from Real Scale booster, because I already have and used Fasa. Now I have rsB ones and I'm gloriously happy, thanks!