t6jesse
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Everything posted by t6jesse
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
t6jesse replied to JPLRepo's topic in KSP1 Mod Releases
Is there a way to force contracts to show up? The observatory doesn't seem to work without a contract, so I can't discover any bodies because no contracts for this are appearing. I've got Contract Configurator installed so I know they're possible because they're in the All section, they're just not showing in Available -
[1.12.5] Restock - Revamping KSP's art (August 28)
t6jesse replied to Nertea's topic in KSP1 Mod Releases
Is it Restock that adds in an intermediate deployable science container, the SEQ-6? I had it in my last modded game and it's awesome (carries 6 instruments, basically an upscale SEQ-3) and I was so sure it came with Restock or Restock+, but I did a new install with just Restock, Restock+ and Near Future Exploration and I can't find it, nor can I find it in the game files from my old game (but it still shows up in the old game) I think it's just a tweakscaled seq-6, so it might just be a MM patch -
I'd be thrilled with a periscope simply for looks, without an IVA functionality Also, it might be way off topic, but does anyone know how non-Russian spacecraft rendezvous and dock? The Igla and Kurs systems are fairly well-documented (still lots of mystery), but I have no idea how the Apollo LEM navigated to the CSM and docked (was it automatic, or all handflown, or mission control does all the calcs?), or the Shuttle or Dragon or Cygnus. The most I've found is that the ATV also used Kurs but just as a backup (to what?).
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@Beale I know you don't want a KIS dependency, but was there another geometric reason it couldn't be stored in a KIS container and attached via EVA? I don't know enough about modeling to tell by looking at it. It seems like it could surface attach, and just be in an Extras folder for those who want to. No pressure at all though, I know it's a lot of work for something a limited number of people would use. It took me a long time to get used to the finickiness of KIS
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Did these end up happening? Just curious. Or are the extensions part of KNES?
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Theres a really good Surveyor in Coatl Probes Plus. I recreated the Apollo 12 visit to Surveyor 3 with BDB and Coatl, and they look pretty good together. I don't know if @CobaltWolf was planning on doing it too (you might have other reasons to do or not to) Edit: I was originally gonna make my own Surveyor using the Dona(?) landing legs from BDB since they look just like the Surveyor's legs
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@josselin2196 where is that lander can from? The one in the last few screenshots
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[1.12.5] Restock - Revamping KSP's art (August 28)
t6jesse replied to Nertea's topic in KSP1 Mod Releases
At first I was just stoked that now I can actually play 1.8 (Restock is a necessity for me), but holy crap, the new little additions are awesome! I love the mini-Klaw (i actually did my first patch to get one like that, now i dont need it), i love the experiment return capsule (I've tested it a couple times, dumping it uncontrolled with just a chute & shield works and looks great everytime), and all the other little things like tiny probe fuel tanks, monoprop fuel cell, etc. really do it I am working through a bug with realplume, where I'm getting double plumes, or plumes on inactive engines. That might be because I have realplume & restock installed. I'm gonna remove realplume to try that first, just wanted to see if anyone else has seen that too Edit: I also love that the radial chutes come pre-offset into the capsule. I always did that before to make it look nicer, but now its automatic! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
t6jesse replied to RoverDude's topic in KSP1 Mod Releases
@ZAJC3W It's up to date, I've been using it https://github.com/UmbraSpaceIndustries/MKS/wiki -
@Callistoan Here's the flight plan from the company that made that moon base design. It looks like they used multiple transfer stages to boost not only the lander, but also a Soyuz-based mothership into lunar orbit. So the Soyuz lander just has to reach the surface and get back to lunar orbit, not fly the trans-lunar/earth injection
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
t6jesse replied to IgorZ's topic in KSP1 Mod Releases
I actually used the Konstruction KIS patch as a template. I got it working! First rescaled part (mini Klaw) and first MM patch functioning just how I hoped! I wanted a Klaw that I could use with the DLC robotics as a building assistant, and set it to add 3 tons of lift capacity for my engineer -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
t6jesse replied to IgorZ's topic in KSP1 Mod Releases
@Brigadier I discovered ModuleKISPickup, which makes a part enhance how much a kerbal can move (it basically counts as kerbals standing nearby), so I made the Klaw adds some lift capacity and I'm gonna test it right now. First MM patch, here I go -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
t6jesse replied to IgorZ's topic in KSP1 Mod Releases
Anybody know of a mod that enhances the lifting capacity of kerbals? Right now if you want to move a part you need 1 kerbal per ton - is there a part mod that adds like a command pod or exosuit or something that increases that? Edit: nevermind, I discovered ModuleKISPickup -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
t6jesse replied to Paul Kingtiger's topic in KSP1 Mod Releases
In the meantime, the SEQ-3 small container fits nicely on the 2.5m core, just like the experiment storage container- 1,553 replies
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The drogue chutes should be able to open higher anyways though, not everyone wants to use Realchute
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
t6jesse replied to RoverDude's topic in KSP1 Mod Releases
Atlas. I believe they're like the next level up from Tundra, so they should be part of MKS. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
t6jesse replied to Paul Kingtiger's topic in KSP1 Mod Releases
I might have to get Tracking Station Evolved too then. That probe core is super useful, but I can't rely on it right now. I think it might have been on the fix list for the next release though, I know many others have had the same problem and the devs are tracking it- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
t6jesse replied to Paul Kingtiger's topic in KSP1 Mod Releases
I've also had problems with the water tank resetting to full every time. @Brigadier do you mean the US2 probe wedge that keeps getting no probe control? Part of the problem is it gets flagged as debris and stops connecting. I don't know if you can rename a vessel without probe control. Also, sometimes it'll get flagged as debris and become nonfunctional after decoupling. So, safest option: use a different probe core. Second safest, always use separators versus decouplers (I think separators preserve both parts being a real vessel). And triple check in the VAB that the vessel type is probe not debris Also, stoked for the lander frames! I imagine it like the Boeing Mars Lander concept or Altair- 1,553 replies
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I admit, I wasn't super interested in KNES at first until I really got into historical rocket mods like Tantares and BDB and realized how much you've done here! Also learned that Ariane was the first successful commercial rocket. I also like the lifting bodies. I've never been good at building/flying spaceplanes, but I've given the Hermes and IXT(?) a whirl and I can definitely find uses for them (given my bad flying ability). Also love the tiny Viking pod!
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Is this update still good on 1.7.3? I don't have internet so I can't check it myself, but I'm planning on staying with 1.7.3 for a little while Love the work you've done @Beale, this is really an incredible mod. Looking forward to the tech tree balance pass actually
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
t6jesse replied to RoverDude's topic in KSP1 Mod Releases
And for Kolony stats, are those only applicable on the surface? I have an orbital station around the Mun with 2 pilots, a scientist and an engineer, and everything just says 100%, same with the USI LS greenhouses. Or is there a special module required, like the Pioneer module (I know its required to withdraw funds, science, and rep earned over time)? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
t6jesse replied to RoverDude's topic in KSP1 Mod Releases
What is geology research, in conjunction with scientific, botany and colony research? And what's the point of scouts? Only reason I can see is for someone to operate equipment in remote sites, but most seem to require either specific kerbals or the 3 original types, not scouts, and they're not pilots so if you lose CommNet access they can't take over for a probe core