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forsaken1111
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KSP2 Release Notes
Everything posted by forsaken1111
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Unfortunately FractalUK is missing so I wouldn't expect an update to the official mod any time soon. Wave has an experimental release up which works in 0.24.2 though. http://forum.kerbalspaceprogram.com/threads/91867-0-24-2-Interstellar-Lite-Tweakscale-Integration-v0-12-2-Aug-29 If you don't like his changes then the 0.11 release on this page is more or less the stock KSPI mod updated to work in 0.24.2. Anything 0.12 or later has his 'lite' changes in. https://github.com/WaveFunctionP/KSPInterstellar/releases
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I agree with you. I like the mod's concept but the reality of it is just a micromanagement chore. You can just change all of the antennae into omni to get the automatic connections though, which is what I have done.
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Unfortunately RT2 doesn't do the kind of automatic routing you're trying to do. Setting your dish to target KSC means it is NOT pointed at the satellites. If you have an Omni antennae with enough range you can use that to connect. Try putting on a long range Omni antennae.Do dishes still double the range of an Omni antenna on the target craft?
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
forsaken1111 replied to DasPenguin85's topic in KSP1 Mod Releases
A xenon tank rack + tiny ion engine would be adorbz -
[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
forsaken1111 replied to TMarkos's topic in KSP1 Mod Development
Easy enough. Add in a 'filter' or 'catalyst' resource that the converter requires to perform which can only be gotten in the VAB. -
[24.2] Karbonite Ongoing Dev and Discussion
forsaken1111 replied to RoverDude's topic in KSP1 Mod Development
You won't get much help without some more information. KSP version? Karbonite version? Other mods? Do you have a log? -
I have 100+ across the entire save but ~70 of them are around kerbin. Most of that is my solar power network from KSPI which beams power around for me. All of my craft are named sensibly though, so with just three characters I could sort it down to a handful of craft that I want to see. If it is too difficult to do, that's fine. Just thought I'd make the request and see.
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[1.12.x] Freight Transport Technologies [v0.6.0]
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
I also don't see the images after your 'fix' climberfx -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
Whoops. Its been a long day. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
That... would never happen to me. I don't think I've ever planned so badly that my vessels have run out of fuel or EC.That does give me an idea for a new mission type though. Crew rotation! Could that same code review how long the crew has been in those vessels and task you with bringing up replacements? -
[1.12] Extraplanetary Launchpads v6.99.3
forsaken1111 replied to taniwha's topic in KSP1 Mod Releases
Push "Reply with Quote" on his post to see the tag. It is and then [/code.] (without the period) -
[1.12] Extraplanetary Launchpads v6.99.3
forsaken1111 replied to taniwha's topic in KSP1 Mod Releases
Glad you found it. If you test it out and get a working config, consider sharing it in case others here are interested. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
forsaken1111 replied to ferram4's topic in KSP1 Mod Releases
As I understand it, aerodynamic rockets will encounter much less resistance under this model than stock. In any case, if your 'rocket' is mostly propellant then I'd expect you to get quite a long ways no? -
I'm not entirely sure what you're asking. Could you possibly provide some more specific information?
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[1.12] Extraplanetary Launchpads v6.99.3
forsaken1111 replied to taniwha's topic in KSP1 Mod Releases
You were already told what to change. The config has a module which controls what resources are required for a conversion so if you delete the 'metal' input requirement you will get a conversion that just makes rocket parts for free. -
[1.12] Extraplanetary Launchpads v6.99.3
forsaken1111 replied to taniwha's topic in KSP1 Mod Releases
Use text editor to open the .cfg file. Its not terribly difficult. -
Or heck, if there is going to be an update can we get a text search bar at the bottom? I tend to name my craft in a way that would make it easy for me to find the one I want with just a few letters and with over 100 active flights on one of my saves, its a bit hard to find the right craft in a scrolling list.
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[1.12.x] Freight Transport Technologies [v0.6.0]
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
It would be pretty neat if we could get a cargo module that fit precisely inside the cargo bay, so the honeybadger could fly in and drop off a load of materials.