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Everything posted by kurgut
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I'm just in love with this mod, here's mine :) Mun SEP base done! looks like playing stationeers (don't look at the reversed lander, it's normal) Nice SEP solar panels, and over 17000 EC charge.. good morning Bob (after an hour spent puting this lander the right way) Even in Vessel Viewer, love it!
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Me too! love it! But wait action groups work on IVA for me, do you use ASET avionics? Otherwise, you can configure them as describe by alexstusas: " You can mark up action button switches with text by entering it into the vessel description in the VAB: On a separate line type "AG<number>=<text>" where "number" is the number of action group from 0 (i.e. 10) to 9. The text is limited to 14 characters. (More won't fit on the label.) " hope it helped EDIT: sorry this is just to configure the visible text under the switch. Ye! I did an (almost) complete career with IVA (no map view, just some external view to enjoy time to time), and with Trough the Eyes of Kerbal (1st person EVA).
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Mun SEP base done! looks like playing stationeers (don't look at the reversed lander, it's normal) Nice SEP solar panels, and over 17000 EC charge.. good morning Bob (after an hour spent puting this lander the right way) Even in Vessel Viewer, love it! Nice, cute little base!
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Hi, thanks for this great mod! Is entropy still compatible/needed in 1.3.1 ? And, is kerbal launch failure compatible too? thanks a lot
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Thanks! :)
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Me too, ven stock revamp so cool also And yes, next step is manned landing with SEP setup!
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here it is my little rovy ready to explore https://imgur.com/a/6bD9l1i
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
kurgut replied to nightingale's topic in KSP1 Mod Releases
Hi, thanks for this great mod! I've got a problem, well, with the first contract: It is available, and when accept it, after few seconds, it shows "no vessels matching parameters" and the contract return on unaccepted state. I tried many configurations, have a ship on launchpad/runway with enough space (the windows doesn't popup) , accepting contract from the runway (with contract mod capcom), with or without KCT, etc, but still the same thing happens. Any ideas? Thanks- 699 replies
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- career
- contract configurator
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(and 1 more)
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[1.11] RemoteTech v1.9.9 [2020-12-19]
kurgut replied to tomek.piotrowski's topic in KSP1 Mod Releases
Done, still no changes, but I justed noticed I'm using SETI RT configs that adds some extra ground stations, I checked the cfg file, and yeah It should no interact with the parts.. By the time, I changed the transmitting value of electric charge in remote tech antennas settings, that worked pretty fine, but I still prefer stable and official solutions -
[1.11] RemoteTech v1.9.9 [2020-12-19]
kurgut replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi, Do you know how I could add default integrated antennas to all probes/command pod/modules as in RO/RP-0 ? I'm playing know on stock 1.3.1, and I miss that so much..! Thanks :) -
Hi, My tech tree have some empty nodes, like the very first rocketry parts, is there a mod to fill that propelly? Thanks for the amazing work
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
kurgut replied to Galileo's topic in KSP1 Mod Releases
Hi, does it work for kerbol 10x mod? Thanks :) -
Hi, I'm having issue with real plume with RO/RP-0 which is I actually haven't got any plume on my engines (but the sounds work fine). I'm running KSP 1.2.2 , all good mods/dependencies, and real plume 10.5.1 with smokescreen 2.7.6.1 Thanks for your help (so strange having so intense engine sound going on and just no visuals haha)
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'MK1-2 Pod' IVA Replacement by ASET[v0.3]
kurgut replied to alexustas's topic in KSP1 Mod Development
Whao, exactly what I was searching, thank you I'll try it soon! -
'MK1-2 Pod' IVA Replacement by ASET[v0.3]
kurgut replied to alexustas's topic in KSP1 Mod Development
It's awesome, great, love it! With this one and all others asets mods that's make KSP incredibly immersive, many thanks Do you think we could have the same mod for the Mk 1 Command Pod? Because it's the one mostly used in all early game.. It'll be awesome! Thanks -
[1.3.1] LonesomeRobots Aerospace: Station Parts
kurgut replied to silentvelcro's topic in KSP1 Mod Releases
Hello, you have done great works, many thanks I love it! But: I'm having issue with transmitting science from the science module, when i transmit it, the antenna does effectively but the science actually doesn't transmit.. Also, other issue with the airlock: When I transfer crew into, the Kerbal just disapear, and so I can't get him out in the space. I had open the hatch, but It doesn't work I'm running KSP 1.3.1 for all mod compatibility, all good and requested mods installed with good versions.. any help? Thank you