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Neil Kermstrong
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Everything posted by Neil Kermstrong
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i love this mod, but would be amazing if there were some robotic parts that could detach and move/place parts without the need of a kerbal, and being able to carry less or more weight than a normal kerbal, and with worse or more range than a normal kerbal. (of course, one for the first probe research, one for mid-game and other one for end-game, each one better than the previous one) I'd attach this into every Probe I launched onto the space. Of course, this is just a suggestion of something I would love to see in this mod. Another thing, is there any way to fix the kerbals floating away/control them while building in orbit? It's a bit annoying. Great and a must-have mod
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probably, i'm gonna test it rn
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What mods should i use with RSS?
Neil Kermstrong replied to Neil Kermstrong's topic in KSP1 Mods Discussions
well did you land on other planet yet? Because if you just wanna to land in the moon then I am sure stock configs will be enough -
[1.11.1] Hullcam VDS Continued
Neil Kermstrong replied to linuxgurugamer's topic in KSP1 Mod Releases
I love this mod so much, I can't play the game without it. But could you make it so the player can open a window that shows the camera's vision, like vesselview? Would make landing SRBs/First stages 5x fun -
what does that do?
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Was gonna save my boosters by switching to them and opening the parachutes but couldn't switch back to the main vessel because cant switch vessels while in atmosphere. rip Jeb, Bob and Bill
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What mods should i use with RSS?
Neil Kermstrong replied to Neil Kermstrong's topic in KSP1 Mods Discussions
Yep I just got SMURFF and indeed the engines became a lot more powerful I managed to get a rocket to 400km above the earth in way less time than what it took with stock engines (like 1/3 or 1/4 of the time it takes) Now I also got the joint reenforcement mod and the real scale boosters and they're pretty good too Just won't get the other ones because my computer has low RAM -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Neil Kermstrong replied to tomek.piotrowski's topic in KSP1 Mod Releases
yep I had to create a new save because I've installed and uninstalled so many mods in the other one, i'm so stupid i couldn't find anything about a cheat that modifies/removes the need of direct signal and for some reason every time i re-entered my saves everything suddenly retracted (my space station for example ran out of energy because of this) and i know this isn't because of this mod, still weird tho -
Ok I looked at the engines cfg folders and they all say the engines use liquid fuel and oxidizer (but in-game they use other resources) Another thing I've noticed, CKAN says I have RealFuels Stock installed even though it's not on my game folder (and I know that mod does some changes to Tundra Exploration), maybe that's the problem?
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I just deleted all my mods related to realfuels/realismoverhaul but this mod's engines still use kerosene?? Is there any config file I can change to make the engines use liquid fuel instead? Also I just noticed they also use Lqd Oxygen instead of Oxidizer
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I have installed the Real Solar System mod but the stock parts are too weak to be viable, so I need stronger and better engines, but the only mod I found that does that and well is RealismOverhaul (but it is too heavy and to run it i need to uninstall some other mods ) Is there any mod better than it for RSS?
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great I just fixed the illumination and solar panels thing by deleting solarpanels.cfg
- 931 replies
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- 1.8.x-1.12.x
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Well I tested it without realism overhaul or it's mods and the same was happening. I can't send the log now because I'm busy though
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well i do have community resource pack but doesn't have any file or config related to kerosene. i also dont remember installing a mod with that resource
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yep, the important is that it works. btw, do you know how to make the engines work? it says they need Kerosene (or something like that) but i don't see any fuel tank with it. maybe its because I dont have enough tech?
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At the moment I am trying to land my first stage SpaceX style, but I am failing so much lmao
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Great mod but for some reason I cannot right click some parts from it, such as the command pods and some engines, when I try to right click them I cannot RMB anything anymore and to fix i need to leave and enter the VAB/SPH Fuel tanks and the other parts are working fine though
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I'd like a mod that does the very thing I said in the title: after some parts, such like drillers or survey scanner, run out of energy, they stop but restart/or continue from where they stopped after re-acquiring energy. Would be really great for when you're mining in a planet and needs to start the drills again after every 10 seconds (if you're using 10000x warp)
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I have installed this mod in 1.10.1 just for the footsteps, but I'm having multiple problems: 1. Kerbin looks weird, it looks like if there were two different kerbins in the same exact location with different textures 2. Sun doesn't illuminate landed crafts and what's close to them 3. Solar panels don't work (doesn't matter on the location, or sun's visibility), my mun station was rendered useless because of this. I know this is in development and I knew there would be bugs so I hope they get fixed
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- 1.8.x-1.12.x
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Really good mod, I've tested it on 1.10.1 with TextureReplacer and worked like a charm. Just pointing it out though: the reflections on some parts, such like the MK3 crew cabin, show the reflection of some things that aren't possible physically (such as a Kerbal in the MK3 Cabin's ladder)
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Those landing legs are really creative, good job!
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Where did you get your kopernicus version? Mine says it only works on 1.9
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[1.8.1 - 1.9.1] Kopernicus Continued
Neil Kermstrong replied to prestja's topic in KSP1 Mod Releases
I thought that screenshot was actually a real photo of a real rover, damn, good job -
So, I have upgraded my mun station (It looks really weird i know) and I have docked a Miner with it, this time it will be permanently (or until I don't need it anymore). For some reason some solar panels have disappeared from the station, I wonder why. Guess I'll have to bring some solar panels with KIS in my next launch Landed it and now the long extraction has started. It will take a LOONG time until they two see another kerbals. Also I have landed kinda close to my mun rover too (at least I consider 10km close) I'll see if I can get a screenshot of my rover by the way Overall, this was my best rendezvous, docking and landing. I somehow managed to encounter my station, (only 100m away from it) without having to burn in to the Target, I docked without RCS and the landing only took 2 tries (the first one it accidentally fell over after landing) I am improving at this game Why are the images so close to eachother? Looks like the station is just some meters above them