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KSP2 Release Notes
Everything posted by Mekan1k
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The Mess Has Started - Two Different Mod Loaders
Mekan1k replied to linuxgurugamer's topic in KSP2 Mod Discussions
Begun, the mod-loader war has.- 77 replies
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This: Was one of my favorite mods. No, 'was' is wrong. It IS one of my favorite mods- the ORION and MEDUSA are some of my favorite engines. I was so excited when the dev notes and trailer showed an ORION engine being used (less excited about the slamming face-first into an asteroid, but that's normal for Kerbals or my driving) as a stock part. I was also disspointed when I didn't find it in the game. So.... ORION & MEDUSA when? Can we have it in the next update? I know there are more important bugs out there, but I'm going to have to go back to KSP1 to get my 'sploding engine fix now.
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Disclaimer- I am not a coder. That said... Interestingly, if you check the Spacedock page, only plugins are showing up due to the fact that BepInEx and the SpaceWarp modloaders are focused around allowing C# code to be run. So could someone convert the MechJeb code (or at least parts?) into this C#? I just am curious to know if it's possible to do so without a rig worth 25k.
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Managed to launch a spacecraft. Failed to miss the planet. I miss Mechjeb.
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Kerbal Space Program 2 - Pre-Release Notes
Mekan1k replied to Intercept Games's topic in KSP2 Dev Updates
So when all the rockets exploded and we had to deal with the fact that exploding was the LEAST of our worries when the Kraken was waiting to eat our feets. Got it. Everyone- watch for tentacles. -
I am buying this before work. I am going to have my computer install it before work. I am going to have my computer running it while I am at work. My poor 1080 is going to cry. INTO THE ABYSS! May need to get a new graphics card in a month or three.
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I really, really want to pre-purchase KSP2. The game looks AMAZING, and even if it is beyond all but my monster of a desktop, it will be worth it. Even just a little. As Fry once said: Perhaps a pre-alpha build to mess with and break maybe?
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Anyone have a fix for the orion pod? I use a restock mod, and the command pod is pure white. Like, missing-shaders-or-colors white. Oh, and SuicidalInsanity- I love this mod, and have SO MUCH FUN with the Medusa. Also, you may want to recommend KerbalJointReinforcement Continued with this mod- it stops both drives from SHREDDING/CRUSHING a ship, and allows a large vessel to be more easily placed in orbit as it nearly-completely prevents gumbying.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mekan1k replied to Ven's topic in KSP1 Mod Development
Judging from the date that I posted that question, probably 1.7.3 to 1.9.1 -
does anyone know when Squad will be ready for us to preorder KSP2? I keep checking their website and nothing yet.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Mekan1k replied to Ger_space's topic in KSP1 Mod Releases
Wouldn't it need to be multiple sticks, each one slightly overlaid with the other, in order to prevent the 'if static object is too far away, it unloads' problem? -
Only thing this needs is... A Medusa-drive! Like Roverdude made! I wish to compare the two Medusa's.... And Orions. In a JOUST!
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Mekan1k replied to Damon's topic in KSP1 Mod Releases
Oh, and some more detail. My mods: And my log will be added in the next post... Or right here.- 403 replies
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- ksc
- totm march 2020
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Mekan1k replied to Damon's topic in KSP1 Mod Releases
Kerbal Konstructs just updated, and I think it disappeared your version of the spaceport. As a request can you make a modification so that it is compatible with Kerbin-Side Complete? So that ALL the buildings work together?- 403 replies
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- ksc
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Add-on Request: Breaking force required x10 MINIMUM
Mekan1k replied to Mekan1k's topic in KSP1 Mods Discussions
Does it work for servos as well? Nevermind- THIS IS WHAT I WANT THANKS SOOOOOOOOO MUCH MATE! -
Hello KSPForums! I would like to request a mod that uses the modulemanager to increase the force needed to cause a part to disconnect from another part (via breaking) by a factor of 10, or 100, or 1000. I love to build spacecraft, but after even the slightest sheer forces cause my spacecraft to come apart like a stack of oreos, I feel like I need to modify something. So, my request for this 'mod': It should be a modulemanager file There should be 3 versions (x10, x100, and x1000) so a user could choose their breaking-force modifier The mod should effect ALL connection methods (radial or node) I would do it myself, but I have no idea how these mods work. Thanks in advance, and I am looking forward to seeing what y'all can come up with!
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Is LiquidHydrogen (LH2) the same as Buzzard-collected Hydrogen? What is Karbondum? I want to use this mod and Near Future's mod to make some buzzard hydrogen-fueled probes, but I don't know if the collector will give me LH2 for my engine.
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KSR Airports for Kerbinside Remastered
Mekan1k replied to AdmiralTigerclaw's topic in KSP1 Mod Development
Personally, I am looking forward to seeing more bases like this. Anyone willing to post their favorites? Also, how do I make my own bases? I am lost. -
Probe Science config files (any version KSP)
Mekan1k replied to Starwaster's topic in KSP1 Mod Releases
Awesome- thanks! -
Probe Science config files (any version KSP)
Mekan1k replied to Starwaster's topic in KSP1 Mod Releases
…. Anyone know how to make ALL probes (or unmanned pods) be capable of SCIENCE!? -
As I am using 1.7.3 now, I must say that I really want to use this... But I have no idea how to connect the parts together.
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[DEV] Eskandare Heavy Industries DEV Page
Mekan1k replied to Eskandare's topic in KSP1 Mod Development
I am looking forward to when you get KOS working again. I loved that mod so much...- 36 replies
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