modus
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases Is this the one you tried? I and lots of other people have installed that without issues... -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
The new updates work fine on 1.11(.2). -
Been a while since I used GC, but I think it works fine. Not 100% sure, so maybe someone can confirm?
- 1,554 replies
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- ship construction
- launchpad
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Do it, it's worth it -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
modus replied to sarbian's topic in KSP1 Mod Releases
Did you read the post above yours? -
[1.12.x] Near Future Technologies (September 6)
modus replied to Nertea's topic in KSP1 Mod Releases
The title of the thread is also kind of a hint -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
Fyi I have it in 1.11.2. -
[1.12.x] Near Future Technologies (September 6)
modus replied to Nertea's topic in KSP1 Mod Releases
Thanks for the info and the heads-up! -
Kerbal Space Program 1.12: "On Final Approach" Grand Discussion Thread
modus replied to UomoCapra's topic in KSP1 Discussion
I think this is your fix.- 321 replies
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- grand discussion thread
- on final approach
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Does the "Toggle Display" feature on experiments ever benefit you?
modus replied to Wizard Kerbal's topic in KSP1 Discussion
TIL there is something like 'toggle display' -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
They were. -
New In-Game Alarm Clock
modus replied to pquade's topic in KSP1 Suggestions & Development Discussion
I think he means the closest approach alarm? -
- obvious indeed - the required complete has to do with transmitting science. Quoting from elsewhere in the forums: 'Require Complete' is the standard and the most reliable. Once you start transmitting it will consume the necessary power until the transmission is completed. If you run out of power before completion the transmission will fail. The science will be stored but the electricity is lost. Once you have restored your power you can try again. Allow Partial' can be buggy but will allow you to transmit large packets even with small batteries. When 'Allow Partial' is used the transmission starts as normal but when you run out of power the transmission is paused until you have generated enough power to resume. However this will keep your power levels between zero and almost nothing leaving you with a pretty much dead craft until the transmission is completed. - the M is not meters, but antenna strenght. For more about this, and about 'combinable', please see https://wiki.kerbalspaceprogram.com/wiki/CommNet - you transmit data when you transmit science. You are -hopefully- always in connection, but not always transmitting data.
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How do I add an antenna to a rocket
modus replied to MetricKerbalist's topic in KSP1 Gameplay Questions and Tutorials
@MetricKerbalistthat looks just fine And indeed, you should not deploy your antennas (or solar panels) while in atmospheric flight. -
How do I add an antenna to a rocket
modus replied to MetricKerbalist's topic in KSP1 Gameplay Questions and Tutorials
The antennas are not meant to be placed inside of your craft, but rather on the side/on top. You cannot place anything on top of an antenna either. In your screenshot you seem to have placed your antennas on the bottom of your capsule or heat shield, making it impossible to (re)connect the rest of the rocket. (In theory it is possible to place the antennas inside of a craft, using the offset option, but then you (probably) won't be able to deploy them because they are 'trapped' inside the craft)