-
Posts
306 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Cruesoe
-
No this is not currently possible.
-
[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
Cruesoe replied to theonegalen's topic in KSP1 Mod Releases
To get started you can set your uncontrollable rocket to spin. Angle the fins on the rear end so it rotates / spins in flight. This will keep it straight. Google spin stabilization for ideas. That should get you enough science to get a plane in the air. Then visit all the nearby biomes, landing, flying over etc. That should get you enough to get a rocket together with some RCS for control.. Onwards and upwards! (Don't forget that each KSC building is it's own biome too!)- 199 replies
-
- 2
-
Currently no. Most of us would love this feature but it doesn't exist at the moment. You'll need to run through your automation settings on the launch pad as part of your preflight checks. I currently still tie my solar panels and antennas to action groups as well because sometimes I can't be bothered to set automation again, I'll manually control instead.
-
Have you tested this on a fresh install without Kerbalism?
-
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Cruesoe replied to SpaceTiger's topic in KSP1 Mod Releases
It should be installed in GameData\KerboKatz Make sure you also have it's dependencies installed, KerboKatzUtilities. -
Highly likely yes.
-
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
Cruesoe replied to _Zee's topic in KSP1 Mod Releases
@_Zee Scansat was updated so your ScanSat patch is no longer required, I believe the ScanSat new parts (15 in total) are nicely placed already. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Cruesoe replied to RoverDude's topic in KSP1 Mod Releases
The disassembly of parts is an MKS thing and mention in those video tutorials you suggested I watch... -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Cruesoe replied to politas's topic in KSP1 Mod Releases
Thanks. I resolved it after an epiphany. When I tried to remove RCSBuildAid I must of miss-clicked and dragged it inside another mods folder. It was sitting there inside a subfolder giving me issues on CKAN. Deleted it, properly this time, and everything works as it should. User error, apologies all, carry on. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Cruesoe replied to politas's topic in KSP1 Mod Releases
CKAN believes I have installed RCS Build Aid, it has AD next to it. This is preventing me from installing RCS Build Aid Continued. I have nothing in my GameData folder related to either mod. Is there anyway to get CKAN to forget/ignore/RemoveTheADflag on the original RCS so I can install the correct version? -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Cruesoe replied to linuxgurugamer's topic in KSP1 Mod Releases
Press the tiny little save icon near the bottom right. And keep the padlock red, or it it will change itself again. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Cruesoe replied to RoverDude's topic in KSP1 Mod Releases
Hello All! I quite fancy a break from Kerbalism and to try something new and more 'stockish'. I have never tried MKS but I have used USI life support a few years back. Can anyone link me to some good MKS tutorials and give me some info on how this plays with JNSQ? Thanks all! -
1.10 came out TODAY. It's highly likely it will be followed by 1.10.1 and your asking WHEN will this be updated already! Sit back and relax and enjoy 1.9.1 and Kerbalism. It will be weeks until this is updated if at all. Don't poke the mod developers. Don't be that guy.
-
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Cruesoe replied to theJesuit's topic in KSP1 Mod Releases
But TETRIX does adjust positions of parts in the tech tree to where they fit TETRIX, not necessarily where the mod author put them in the entirety separate CTT. They are two entirely different Tech Trees. TETRIX redoes everything, it's not the same as Unkerballed start that changes tech node positions and a few parts too. Engineering Tech Tree, SlMPLEX, TETRIX are tech tree redo's. Unkerballed start and PBC use the CTT as their base. CTT does not fit with SIMPLEX and TETRIX goals. (Apologies if I'm talking out of turn @theJesuit ) -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Cruesoe replied to theJesuit's topic in KSP1 Mod Releases
That makes no sense. The Community Tech Tree mod adds nodes to the existing stock tech tree. This mod completely reworks the entire tree and is specifically designed to work standalone. I do not understand what you mean by integrating the CTT. What do you expect to happen? Why do you want to use both? What outcome are you expecting? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Cruesoe replied to Thomas P.'s topic in KSP1 Mod Releases
Is this a fresh install of KSP? Looks like it can't find a stock asset that it requires. Perhaps your install of KSP is borked. -
It's my understanding that 4.0 will require a new save but it's a way off yet.
-
[1.12.x] GravityTurn continued - Automated Efficient Launches
Cruesoe replied to linuxgurugamer's topic in KSP1 Mod Releases
Does Gravity Turn work with Procedural Fairings? The stock fairings deploy automatically but not the modded ones. I want to make sure it's not something I'm doing wrong! -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Cruesoe replied to theJesuit's topic in KSP1 Mod Releases
Forget trying to measure atmosphere DV at different altitudes, the gains aren't worth it in stock. You need 3400 to 3800 vacuum dv to make orbit depending on how well you fly. -
[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
Cruesoe replied to Galileo's topic in KSP1 Mod Releases
Of course it won't work. It requires Korpernicus which is famously not up to date with1.8.1.. yet.- 310 replies
-
- dimensions
- sigma
-
(and 1 more)
Tagged with:
-
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Cruesoe replied to theJesuit's topic in KSP1 Mod Releases
With your latest tech tree and Kerbalism 3.2 is the recommended science reward level still 50% as it was back in early Simplex? -
It's a mod design to work with the KAL device and parts from Breaking Ground. To enhance them and how they work. If you don't have Breaking Ground why would you want this mod?
-
I really don't see why it wouldn't. Surely this is something you're able to test though? Why don't you do that and let us know if it did work!
- 933 replies
-
Quote from the PBC thread that I took to mean full rearward for sample returns. -- Returningan experiment home always means that experiment never needs to be redone (also true in most transmission cases too,). --