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KSP2 Release Notes
Everything posted by 123nick
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if you want rings, you should try kragretheas planet factory mod. adds ringed planets.
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isnt it a bit mean forcing people to take longer to log in?
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Modular Fuel System Continued v3.3 (OBSOLETE)
123nick replied to NathanKell's topic in KSP1 Mod Releases
can you add updated space shuttle engines compatibility, along with the new fasa 3.00 mercury engines and such, also MrTheBulls mods compatibility would be neat -
Now-defunct-thread-that-should-not-appear-in-google-search.
123nick replied to Cilph's topic in KSP1 Mod Releases
help! i have a AIES communication dish pointed at mission control from the mun, i have direct line of sight, but when i try to transmit it says theres no communication devices. what is the problem! -
Thanks lack! also a bug report: with the small underside landing legs they dont animate up or down, or move at all, and they spam null reference exceptions. also when i try to press the lower gear button a DT is NaN error is made in log.
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hey hows the remote tech 2 compatibility development? you think you can have a wip expirimental build ready for download? also one thing i noticed with the modular fuel system: the engines arent compatible yet, and the one fueltank that looks like a bunch of monopropellant cylindrical tanks put together is not compatible either. just reporting bugs.
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Now-defunct-thread-that-should-not-appear-in-google-search.
123nick replied to Cilph's topic in KSP1 Mod Releases
you should add a new siesmic communication device, how it would work is that you land it on a moon or planet, and it will be able to communicate with other vessels with a siesmic communication device landed on the same planet within a certain distance. would be very neat for ground-links so you can have a comms station on the darkside of the mun and another on the light side and be able to connect them. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
123nick replied to MedievalNerd's topic in KSP1 Mod Releases
why do you need asmis life support mod AND tac life support? shouldnt you only need 1? -
[WIP] Sunjumper's Science Solutions (Version 0.2!)
123nick replied to SunJumper's topic in KSP1 Mod Development
i dont know why but the command pods wont let me use the other science reports like the TV report and such, however in the editor when im setting action groups it shows me the 3 science expiriments with the pods (like watch the news and turn on the TV and such) but i cant use the science commands in flight. i do have KSP interstellar and that adds radiation levels to crew pods and that might overwrite sunjumpers science expiriments but im not sure. -
[0.22.x+] Naten Projects v2.0! Radial Jet Engine, Ares I Homage SRB!
123nick replied to Naten's topic in KSP1 Mod Releases
its great. maybe add modular fuel system compatibilty with the loki engine and maybe something a bit special with it ( like have it work with KSP interstellar methane-oxidizer fuel) -
Modular Fuel System Continued v3.3 (OBSOLETE)
123nick replied to NathanKell's topic in KSP1 Mod Releases
man, i was making a interstaller mission to duna but when i finnaly got there some of my liquid oxygen evaporated, dooming me. and now i see the use for MMH+n204. -
[0.22.x+] Naten Projects v2.0! Radial Jet Engine, Ares I Homage SRB!
123nick replied to Naten's topic in KSP1 Mod Releases
so this is like the ME-262 engine? if thats the case then im excited. -
[WIP] Sunjumper's Science Solutions (Version 0.2!)
123nick replied to SunJumper's topic in KSP1 Mod Development
can you change it so it used module manager for the extra command pod science expiriments like the TV and stuff? also, a special dedicated gamedata folder? and not have it over-right the standard science definitions too. i believe module manager 1.5 should help you. -
Station Parts Project [stock welds by the DoPToOT]
123nick replied to little square dot's topic in KSP1 Mod Releases
can you add vanguard plugin module compatibility? it allows you to have parts that store kerbals and then you can have a hatch part and it can interface with all hatchless kerbal storage parts. so you can have 1 hatch part and 3 hatchless kerbal storage parts and you will be able to access the kerbal storage parts with the hatch and get out. sorta like the lackluster mod. you should try it -
im having a bug where the proppelers dont animate, they just stay still. the actual pitch of the blade changes though, and when i launch a craft with helicopter blades a bunch of error logs is posted to the right side of the screen (before when i tried the helicopter blades the screen went black and the vessel speed was NaN and everything was being wierd. this used to happen with another mod, clockwork indujstries, when i tried there electric engine.)