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Everything posted by Araym
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Araym replied to cybutek's topic in KSP1 Mod Releases
New jet engines are not readable both by Mechjeb or KER, so for (space)plane is pretty useless, BUT I noticed that any (jet) engine that uses Firespitter are correctly read, at least to KER (not tested with MechJeb)... ... any extra data from KER is actually working as always -
[1.3] Kerbal Flight Data (Release 23, 2017-08-14)
Araym replied to DaMichel's topic in KSP1 Mod Releases
News or updates for 1.0.5??? I'm porting it directly from my 1.0.4 instal... hoping it works... -
Should this still work on 1.0.5?? I LOVE this mod... it will be a shame not update it ç_ç
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Welcome to KDP, beside the trial version! Surelly, there is a LOT of differences. First, you learned there it is the Island Runway , where you can land with a plane... Think about when you'll arrive at Jool...
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I got an idea: retexture Mortimer's collar like those medieval nobles' white collar... something like this
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AHYAHAAHAHAH! I had the same sound in mind, once Deeman did his first appareacne on the comic!!! *_*
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THE single most aggravating thing in KSP for me is...
Araym replied to wossname's topic in KSP1 Discussion
... just change ModuleDataTrasmitter with this: { DeployFxModules = 1 ProgressFxModules = 1 } It works to trasmit data, but animation could be activated only by your click (so any antenna will stay deployed, if already in that state, or not, depending of player choice) Having Module Manager, I had a permanent file added, to change it on ANY mod, not only Squad stock ones, that ave antennas. -
Great craft! (Sent some rep ) And a very nice video! I laught almost to my death, looking at the ending: after so much mileage thru the whole Kerbol System, and so much perils, it ends... in a BIG "Happy landend" WELCOME BACK firework! (Glad you have you kerbonauts already on the ground) (No more rep for you, for this... but just because I already repped for the craft and the forum does nont allow me to double the amount ) Clipping is "fair" up untill KSP does not "explode", and you like the creation. I saw the best "stock replicas" using clipping over everything I ever created, and be praised... I saw geniuses use of clipping , and the fourm going on hipe, praising the creator... I saw just a "single engine vaguely clipped" be ostracized like it was Satan... It depends... ... KSP is a great game, but (not an "against SQUAD rant") I feel that we have very few parts to create good vehicles. We should have an "improving-R&D facility" that could allow to "improve", sometime, engines... we should have "procedural parts", to design our tanks... we should have... but when we dn't have them, we can "create" them with clipping. It's almost the same like "stock vs modded game" discussion: I mod my game to add features important to me, to lower part conuts with specialized part, I mod my game because I have more fun with it... ... if it is fun, for any who plays, it's good: it's a "single player game". You do not race against anyone on different playground: the best part of KSP is the "creation", for me... And Guz has a VERY good taste, in his creation
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"Broken VAB" happened in the past to me, after I deleted/changed some mods: it's related (strangely) to all those mods that add an agency. If a Save sense a "missing" agency, it corrupt the ALL the persistent files, acting back to VAB (never understand how it work)... Any new save started after the corruption then start to work again. ... I lost my last career-mode save (pretty almost near a full development state, allowing me to play like a sandbox+mission found) just because I changed some mods (and I was unable to understand which one was involved) and the problem was very like yours. But now, in a strange way, I'm happy about it: that was the culprit to "start it again" from scratches, adding the new idea to "comic" it Beside, the decision to delete non-stock agency that comes with any mod...
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TA-TA-TAN! ... they will land on the "reverse universe", where bad Kerbals shoot down people orbiting Kerbin without permission... ... a world where Mortimer is "The Supreme Ruler"... ... a world driven by economic rules and profit..... ehm... no... that it's our world... LOL
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Vitim: Big and Heavy Lander (uses only R&D tier II parts!)
Araym replied to 1greywind's topic in KSP1 The Spacecraft Exchange
Very nice craft! It probably means "R&D facility upgraded at tier 2", and nodes researched up to the max cap for that Research Center (It leaves out the +500 science points nodes available with tier 3 R&D building) -
Counting real life development, I'm probably following the 1 release at week (maybe 2 x week, if i'm lucky enough)... it will take ages if I follow 1 mission x episode. I'm actually trying to figure out more scripted episode for the next ones (Episode 5, after the "Interlude" one, was the first I "scripted" before doing the actual missions), rather than simply collect images from my launches, then adding to them some "balloons" I also added to me some "play rules", to make time pass more realistic (as I added on the first page)... ... so now "time" it will be a factor, aside from "money", in the game So probably I'll need more kerbonauts just now
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Araym's Kerbal Administration of Space Adventures THE COMICS Episode 5 End of Episode 5 A whole episode to cover some of the development of KASA programme... ... in between a lot of "grinding contracts" to make enough Kredits Side note beside some obvious similarity to reality: no actual "dogs" were harmed or stranded in orbit... just some "goos"