prullenbak
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Everything posted by prullenbak
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What I think this mod really needs, is dangers with radioactive equipment. If a nuclear generator explodes or crashes or whatever, all nearby Kerbals should get a HUGE radiation spike if not die alltogether. Is radiation damage going to be implemented in the next update? It looks like an interesting mechanic where Kerbals accumulate radiation in space.
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For me PlanetFactory works fine but it has some weird interactions with contracts. For instance, with the Urania pack all I get is contracts that are supposed to happen on Hestia. Another thing, with Abaddon, some planets have a big DEFAULT texture thing over them. Not every planet has this.
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Thanks for the effort man! Also, have you been able to fix the problem where sunlight will always come from Kerbol and not from any PlanetFactory based stars?
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Your dropbox account was disabled due to excessive traffic....
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
prullenbak replied to Ippo's topic in KSP1 Mod Releases
This mod does look really nice, but, albeit in with a different reason than the guy above me, it makes the game unplayable. The problem is, if you're timewarping your ship to Duna for example, your fuel tank will randomly break/leak and all of its fuel will INSTANTLY be gone. There is no gameplay involved in this and it's really just RNG-based frustration. Rather, what I'm suggesting, while timewarping you 'accumulate' failures. The moment you exit timewarp, all of those failures will immediately spread over your ship and start becoming active. This gives you reasonable reaction time to deal with failures rather than timewarping only to find out that your fuel vaporized in 0,0000001 second. It might not be as realistic, but it makes more sense regarding actual gameplay. -
[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
prullenbak replied to codepants's topic in KSP1 Mod Releases
Well, unfortunately the link is broken again. -
How possible is this? Basically, in the Star Wars setting. Onderon and Dxun have an orbit type where both the planet and the moon overlap each others' atmospheres. This means that flying creatures in Star Wars, and airplanes in KSP are able to travel from one moon to the other without having to break the atmosphere boundary. I don't really have an idea how to make planets or settings myself in the Planetfactory CE mod, but have others tried this?
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Unfortunately FAR still doesn't work with the latest update. I really like the planet design, especially Abaddon system but I wouldn't sacrifice FAR for it since I got so used to it.
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So, is any update for this coming out soon? This is exactly the kind of thing TAC LS needs, the ability to have a self-sustaining colony on Laythe and the like.
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Gaaaaahhhh seriously.... No fun allowed. I was looking forward to this mod so much.
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This mod has a conflict with FAR. Whenever the Abaddon-system is installed FAR doesn't work. It works fine for Sentar and Urania though.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
prullenbak replied to ferram4's topic in KSP1 Mod Releases
FAR also has trouble working together with planet mods like Abaddon for example. Apparently there is some kind of library error or conflict or something like that.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
prullenbak replied to ferram4's topic in KSP1 Mod Releases
Has anyone here tried using FAR with mods like PlanetFactory and specifically Sido's Urania System?- 14,073 replies
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- ferram aerospace research
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Hey everyone After a very long trip all the way to the Jool system, Cthulhu has knocked one of the nuclear engines off my lander. This prevents me from going full throttle to slow my descent. If I use 'Disable Flow' on the fuel tanks above the nuclear engines it disables all of them, and the Poodle engine in the middle is not enough to slow my descent by itself. I've also tried smashing Kerbals into the engine I want to disable, hopefully knocking off the engine so that it's balanced again. Cruel, but neccesary I thought. This destroys either the entire ship or does nothing at all, watching the guy bounce off until he regains consciousness. So, yeah is there any way to fix this? Maybe editing the savefile to destroy the other nuclear engine? Here's a picture of my lander. http://imgur.com/xNU0I Look at my Kerbals, they're all panicking because the thing cannot land like this.