modus
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KSP2 Release Notes
Everything posted by modus
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I repeat: From that thread: "Try the latest release. Most people reporting this are a couple releases out of date, and those lack 1.11.2 support. " This is ofcourse very good advice.
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It didn't break. Check out @R-T-B's stable branche.
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@R-T-B I've also read your post in the stable branch thread and reread some of the posts here, but can you explain what the 'harsh transition' for (modded) vessels will be like? Will they stop generating ec? Explode? Will it affect all craft? Will, for instance, a ship in orbit around moho be affected (when I have a solar pack installed ofcourse)?
- 931 replies
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- 1.8.x-1.12.x
- bugs
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
I use pbc and mks together, no problems. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
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[1.12.x] [Planet Pack] Minor Planets Expansion
modus replied to Exo's Lab's topic in KSP1 Mod Releases
Because he said he wouldn't It was a long shot, but hey, you never know- 351 replies
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- totm dec 2021
- planet pack
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[1.12.x] [Planet Pack] Minor Planets Expansion
modus replied to Exo's Lab's topic in KSP1 Mod Releases
Yeah too bad @linuxgurugamer doesn't do planet packs. Or...does he?- 351 replies
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- totm dec 2021
- planet pack
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[1.12.x] [Planet Pack] Minor Planets Expansion
modus replied to Exo's Lab's topic in KSP1 Mod Releases
Yeah, it needs a little cleaning up (saying this as a total layman, I know absolutely nothing about modding!), such as the vanishing bodies, other than that I think it is a great mod.- 351 replies
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- totm dec 2021
- planet pack
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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
No. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Hasn't that been broken for a while? -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
You mean minor planets? Not sure of I have the latest version of kopernicus, can' t check right now, but in the version I use minor planets works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
I'd say it's because the asteroid doesn't have the resource(s) you're tryning to mine. Think you have to do a surface scan first. -
[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
An OPM extension on the final frontier mod, which gives your Kerbals ribbons for achievements, such as first time landing on a planet. I like it -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
What I think @Starhelperdude (also) meant, is that when you are teleported, are you teleported near/next to the destination gate? If he didn't also mean that, it's something I wonder -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
reading this makes me think: yes it will be. -
Yeah I get that, but in the end, what you do (plan node, extend node, wait, burn, ...) is the same, no? This I don't really agree with, unless you use a gravity assist. Anyway, I don't want to steal the thread. My transfers work out just fine, it was just something I wondered, reading all these good answers
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Before I ask my question, I want to stress that I'm not pointing my finger at anyone, it's a genuine question, not trying to mock or anything. Why is an interplanetary transfer so different from a Kerbin - Mun transfer? For me, they're kind of the same, the only difference is with a Mun transfer you don't have to wait for a window. You target your location, you put a maneuver node on a specific point in your orbit (that a mod like transfer window planner can show you, or a website like https://ksp.olex.biz/) and match its time of execution with the transfer window, you extend prograde until you intersect the orbit of your target, you finetune the maneuver node until you get the encounter you want. If necessary you do a mid-course correction. For me, that's it really... With Moho and Dress it's a little more complex due to their inclination, but for me that's just like a minmus transfer on a bigger scale.
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TIL you're the BAK guy! I've downloaded and used several of your craft!
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The sand castle appeared on the starting page!
modus replied to Cant think of a username's topic in KSP1 Discussion
It's a good thing pictures of the sand castle exist, because I thought (think?) it was (is?) just a big inside joke -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
modus replied to _Zee's topic in KSP1 Mod Releases
Pbc in itself doesn't do anything with contracts, so the problem is probably caused by the contract pack, or something else. Are you sure you've met al the requirements for the contract? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
Looks very cool, congrats. It says ksp 1.11 min. Does that mean it won't work on, let's say, 1.10.1, or that it's not supported? -
[snip] Also, misread your post, thought you were looking for the latest version.
- 931 replies
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- 1.8.x-1.12.x
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Just fyi, there is a stable branch too, in a separate topic.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
modus replied to Gameslinx's topic in KSP1 Mod Releases
Check the first post, under "Download".- 3,158 replies
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
modus replied to Nertea's topic in KSP1 Mod Releases
I've read that the crew tubes are supposed to act like the klaw, but can you actually grab an asteroid? Spent some time dryhumping an asteroid, but didn't get to score