amore555
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Everything posted by amore555
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
amore555 replied to nightingale's topic in KSP1 Mod Releases
Mod makers work for free in their spare time to make the game better for others, while we all want these updated and working right, we can't hold mod makers to the same expectations we do as Developers (who have been paid.) While Nightingale is a Dev, this is a mod and so is a hobby for him/her as opposed to being part of the job itself. I hope this helps explain- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
amore555 replied to nightingale's topic in KSP1 Mod Releases
@nightingale is the recent news going to affect patches for some of these items? Also apologies if it's obvious, but where is the bug tracker? Would be better if i could check there rather than repeat known issues here. Anyway, thanks again for what you do!- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
amore555 replied to nightingale's topic in KSP1 Mod Releases
Thank you, always gotta appreciate the mod makers!- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
amore555 replied to nightingale's topic in KSP1 Mod Releases
Thank you,. can't wait to try these out- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
amore555 replied to nightingale's topic in KSP1 Mod Releases
Hi, I'm getting the must not have completed a space tourism contract issue, I didn't realise I wasn't supposed to do so. How can I utilise the tourism plus contracts? Using 1.2 pre-release and have this mod up to date by Ckan- 5,206 replies
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Just a quick one to show off my WIP Space Station, based on the "Issie" from Seveneves
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Now-defunct-thread-that-should-not-appear-in-google-search.
amore555 replied to Cilph's topic in KSP1 Mod Releases
^ this, and no ability to get rid of time delay in experimental build. Other than that working fine -
Now-defunct-thread-that-should-not-appear-in-google-search.
amore555 replied to Cilph's topic in KSP1 Mod Releases
Working great for me so far except a minor issue when switching between vehicles on the map screen -
Now-defunct-thread-that-should-not-appear-in-google-search.
amore555 replied to Cilph's topic in KSP1 Mod Releases
Thanks Ciliph I'll give it a test -
Now-defunct-thread-that-should-not-appear-in-google-search.
amore555 replied to Cilph's topic in KSP1 Mod Releases
HA! amazing -
Now-defunct-thread-that-should-not-appear-in-google-search.
amore555 replied to Cilph's topic in KSP1 Mod Releases
Thanks, I have no idea how long that stuff takes to sort so I'll sit tight I guess -
Now-defunct-thread-that-should-not-appear-in-google-search.
amore555 replied to Cilph's topic in KSP1 Mod Releases
I know it's always a taboo question to ask wehn things will be released but are there any progress reports on this? Put my game on hold for the time being -
Now-defunct-thread-that-should-not-appear-in-google-search.
amore555 replied to Cilph's topic in KSP1 Mod Releases
Anyone know how the hotfix from the previous Page is working out? I have no other mods -
Thankyou forgot to mention, there are some seperators on the final stage, I experimented with using them as propulsion... not very successful haha, might want to remove them! Also do you think I could get this thing to Moho and back?
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D'oh! Sorry Gunlugga, added that to the original post, did you get it working?
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Just a tip as well, with the launch from Kerbin stage, there are two stages of SRB's, you dont need any thrust on the liquid engine till they are done
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Added one to the first post, let me know if there's any issues from the Mods and I'll make sure I haven't left one off my list. I'd love some pics of any missions you do with it!
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Thanks Sal you're a legend
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Cheers Sal, added them in, can't get the spoiler code to work tho X(
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Hi guys, wanted to share my Duna lander and return craft The first stage which actually gets the craft into, and out of kerbin orbit is a pretty standard design, but this is the part that counts. The main fuel tank feeds the atomic engine, which is used for the majority of the trip. The three tanks you can see around it are for the final stage of descent, they have the small lander engines attached. On top of those are parachutes to assist in landing. (Although I have tested this on the Mun and it lands just as well with no atmosphere). The landing engines have enough fuel and thrust to get you back into a Duna orbit, from there the top section has an ion engine and battery, with radial solar panels to get you back home safe and sound (albeit slowly) Mods - -Nova Punch, -Deep Space Mission Pack & Kreuzungs electricity, -cart mod (for the radial RCS tanks), -VB Parts, -the protractor Rendez. plugin. What do you guys think?
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Nah, you dont need mech jeb, just persevere, when coming in to the mun point yourself at the yellow marker on your nav ball and just blast that speed away!
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Protractor - Rendezvous Plugin - Under New Management!
amore555 replied to mrenigma03's topic in KSP1 Mod Releases
Yeah I have a ship on the way to rescue my guys from Duna, the command module uses RCS to put itself in an 80k by 80k orbit, help is on the way! This mod has made the game 5 x as fun for me -
Protractor - Rendezvous Plugin - Under New Management!
amore555 replied to mrenigma03's topic in KSP1 Mod Releases
Well, using your mod, and following your post like a tutorial, this complete inept fool has only gone and landed on Duna!! (kinda, see pic) This mod is incredible, I've been waiting for something that makes it this simple to plan missions and yet still lets you fly it yourself!! -
Protractor - Rendezvous Plugin - Under New Management!
amore555 replied to mrenigma03's topic in KSP1 Mod Releases
Sorry, I understand the games mechanics well, but am not necessarily familiar with the correct terms, try another axis?