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modus
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Everything posted by modus
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Did anyone see if the stock alarm clock has an option for science (so an alarm when your lab is full)?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Is the consumer module manned? -
Click. Definitely click.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
This is a known, and stock, issue, so not caused bij MKS/USI. KSP Recall has a fix for this (and it would be very cool if Squad fixed this in 1.12) -
[WIP] Nert's Dev Thread - Current: such nuke, wow
modus replied to Nertea's topic in KSP1 Mod Development
Man, I just made a supernice and super huge space-science-station-thing with 2 asteroids and a lot of SSPXr parts, and here you are showing off all this new content, making my station look all boring Keep it up! -
[WIP] Nert's Dev Thread - Current: such nuke, wow
modus replied to Nertea's topic in KSP1 Mod Development
It's an understatement, but that looks just awesome. Great job dude. -
It always strikes me how KSP2 seems to be so much...bigger than KSP 1.
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KSP Loading...: Getting ready to celebrate!
modus replied to UomoCapra's topic in KSP1 The Daily Kerbal
As others have said, ending of development doesn't mean the game itself ends... Been playing for only 2 years but what an amazing experience it has been, including discovering a fantastic community of modders and fellow space nerds. I'm very much looking forward to all the fun times ahead!- 354 replies
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That's...not as dramatic as I expected
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Daaaaamn. How long does one second of game time take?
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totm dec 2021 [1.12.x] [Planet Pack] Minor Planets Expansion
modus replied to Exo's Lab's topic in KSP1 Mod Releases
I landed on Geito a while ago and it was visible- 255 replies
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Yeah it should totally make pewpew sounds!
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Yes, I do this too. Don't try to build a 'city' because that's lagfest. Try to colonize a whole planet with multiple bases. I also use WOLF from the MKS mod, so most of my mining and processing of resources runs in the background without using precious cpu and ram...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Both EPL en GC are no longer supported (EPL has been unsupported for a long time if I'm not mistaken) so I wouldn't get your hopes up about getting much help...That is ofcourse just my opinion. Maybe someone smarter than me has something better to say. I'd suggest using Roverdude's own orbital shipyard in the constellation pre-release. What do you find unpredictable about it? For me it works fine (keep in mind that it is a pre-release so not everything might be 100%), and it blends well into all the other MKS/USI stuff. Again, just my opinion, but I definitely don't want to go back to GC or EPL. They're good mods for sure, I have used both of them before, but in combo with MKS/USI I find the Konstructor a blessing. -
[1.12.x] Kopernicus Stable branch (Last Updated June 17th, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
He lives! -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
modus replied to Poodmund's topic in KSP1 Mod Releases
It has nothing to do with OPM but with Kopernicus, I believe. -
We promise we won't judge your quick ALT-F12
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After first commenting on a thread that was inactive for 4 years (meant no disrespect, funny to see how many times he does this)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
yeah I don't really see the logic. Most of my craft spawn within a few 100m (never had the problem that it spawned within my ship) but 1) it's (almost) never the same distance and 2) the one at 4km was really weird. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
The section on the Konstructor says: "After a few seconds, the ship will appear in space near the KonStructor." ==> is there a fixed distance or is this calculated in some way? I would say no, because I Konstructed 2 identical, very simple craft (just a container with some docking ports) and one spawned something like 4 km (!) from my station and the other one at 150m. That's quite a difference...Is it just random? -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
modus replied to Poodmund's topic in KSP1 Mod Releases
Works fine on 1.11.X (see title of this thread), but make sure you have the correct Kopernicus version. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
Did you install any other mods (like FFT)? -
Everytime I make a lander I think yeah this is gonna be my go to design in future missions and then I forget about it and I make a lander and I think yeah this is gonna be my go to design in future missions.