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VoidCosmos started following iGGnitE
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[1.11] RemoteTech v1.9.9 [2020-12-19]
iGGnitE replied to tomek.piotrowski's topic in KSP1 Mod Releases
I have the same issue -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
iGGnitE replied to Gameslinx's topic in KSP1 Mod Releases
I believe there are these science features (terrain scatters). However, I don't know if they use the stock robot arm. Last playthrough I believe the scatters were explored by being near them with a kerbal (take sample), no specific science instrument.- 1,646 replies
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iGGnitE started following Nate Simpson
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[1.12.x] Near Future Technologies (September 6)
iGGnitE replied to Nertea's topic in KSP1 Mod Releases
You're playing 1.8.1, right? The engine plates weight was changed in the most recent version of restock, check out my github post The hovering is happening because the engine plate wheighs 0 or less than 0 tonns -
Hey, @Rudolf Meier, I want to ask you two questions: Firstly, is it possible to fix the excruciating wobblyness that the breaking ground parts introduce when building a crane for instance. (an example) Secondly, is this something that this mod might try to fix in the future?
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[1.12.x] Near Future Technologies (September 6)
iGGnitE replied to Nertea's topic in KSP1 Mod Releases
YES! These interstage fairings would be fantastic! -
Yes, exactly this
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[1.11] RemoteTech v1.9.9 [2020-12-19]
iGGnitE replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hello, my flight computer is not executing nodes 50% of the burn time ahead of the maneuver node but exactly on the maneuver node (T- 0s), how can I change this so it does half the burn before and half the burn after? It suddenly works and I changed nothing, nvm I guess -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
iGGnitE replied to Gameslinx's topic in KSP1 Mod Releases
Will those features be backwards compatible with 1.6.1? Is the mod compatible with ScanSAT? @dxeh If you still need it... And all others encountering this problem This config file to match Rhode's Space Center with the location of Mission Control should fix things, just drag this into the RemoteTech folder in your GameData and replace Default_Settings.cfg- 1,646 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
@Lisias What does your version of KJR do differently than the RO-guys' version that you feel the need to develop it in its own fork? Maybe if they aren't that different you could focus your time and energy into developing other mods like TweakScale and maybe you'll finally have some more time on your hands to actually play the game? Whatever you choose, just know that I and thousands of other players will always be grateful for the hard work you and other mod devs put into the mods, you guys make a good game into something absolutely phenomenal. Cheers!- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
It works, I just installed and tested it on a non-RO game. You can use it without RO.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
What´s up with @Lisias's version and that version being 'parallel'? How come nobody communicated so that only one version would need to be developed? https://github.com/KSP-RO/Kerbal-Joint-Reinforcement-Continued/releases- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
the master file is not needed, only the other two- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
iGGnitE replied to ferram4's topic in KSP1 Mod Releases
This fixed the craft, quicksaving and reloading in and of itself fixed the craft as well as far as I can tell, this just shouldn't happen in the first place.- 2,647 replies
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