modus
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Everything posted by modus
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
That was, indeed, a long post. Fortunately it was interesting! -
Had me an apple and a pear, was delicious.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Welcome in MKS wonderland! This question has been asked a few times on the last few pages, you might wanna check those. And as said, the wiki. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
Very nice! Really enjoying all this! -
Agreed, but unless you use physics loader extender (or whatever it's called), that's gonna be hard I think. But I really like this idea!
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Do you mean visible from the physics loading distance?
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
modus replied to Poodmund's topic in KSP1 Mod Releases
Search for r-t-b 's stable branch. (On mobile right now so a bit limited in my linking abilities)- 758 replies
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- pack
- kopernicus
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(and 3 more)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
You don't want to know how many times stuff like that happens to me so just thought I'd ask -
No, it's a preview for the upcoming 1.12.
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It's not out, it's a preview
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
The most obvious question is: do you have a container for matkits? -
totm dec 2021 [1.12.x] [Planet Pack] Minor Planets Expansion
modus replied to Exo's Lab's topic in KSP1 Mod Releases
It's definitely not with all the bodies. Yesterday I landed on (or rather, pushed myself against) Geito, everything went fine. So yeah the patch would be welcome but it's not like it's unplayable.- 264 replies
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- dwarf planet
- minor
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(and 2 more)
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
modus replied to Nereid's topic in KSP1 Mod Releases
Sure. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Did not know this. @RoverDude(or someone else) is there a fixed distance at which constructed vessels spawn? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
I don't know if anyone knows this by heart (if someone does, hats of to you), but you can find information on this on the wiki (e.g. https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-(Duna-Series)#mks-duna-power-distribution-unit , there are 'crew requirements' for some of the parts), and also in the VAB I guess? edit: although I'm not sure if all the info on the wiki is still correct? -
Suggestion: Allow players to name planetary features/biomes
modus replied to a topic in Prelaunch KSP2 Discussion
If you could change the default names like you can change the name of your vessel I think that would be fine. If you don't want to be bothered you don't do it, if you want to be all poetic, knock yourself out. -
[1.12.x] Near Future Technologies (September 6)
modus replied to Nertea's topic in KSP1 Mod Releases
For me it's just a matter of shape, sometimes the flat fits better, sometimes the promotheus. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
That's because it's a pre-release. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
It's a cradle...can't remember the exact name -
And then he said: 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
It spawns at a certain distance from your ship, so I wouldn't worry. Download it And maybe delete previous versions.