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Posts posted by Mekan1k
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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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On 2/25/2023 at 7:09 AM, GoldForest said:
Not only that, but someone at Intercept said that only part mods will be supported in the first wave of mod support. No word on plugin support, which MJ3 (Assuming it will be MJ3) would rely on.
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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On 2/20/2023 at 8:57 AM, AlphaMensae said:
This emphasises the "Early" in Early Access. This is not the final game, far from it. It's like a mix of pre-v0.13.3 KSP and the v1.1 Experimentals builds that Squad released, and those were a buggy mess.
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.
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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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On 12/1/2020 at 1:00 AM, AeroSky said:
Hi!
Is this 1.10.1 compatible? My BDB rockets keep wiggling around a lot upon spawning with Modular Launchpads.
Thanks!
Looks like it. It makes [1.8x - 1.10.x] Stockish Project Orion v1.8.1 [update 7/7/2020] - Page 4 - Add-on Releases - Kerbal Space Program Forums usable from ground-to-space by preventing structural implosion.
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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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On 11/4/2020 at 11:01 AM, Kerbalwings said:
What Version did you get that from?
Judging from the date that I posted that question, probably 1.7.3 to 1.9.1
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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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On 4/12/2020 at 4:15 PM, Space Scumbag said:
Did you mod the Wind Turbines or where can I find them? Anyways its nice work.
I need them for my next "project".
And I see you guys found my Space Elevator. Would someone be so nice and create a static for it? Just one long stick in its simplest version. Better would be, if you could add the lift itself on it with an proper animation. That would be so spic.
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?
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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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On 8/22/2019 at 11:51 PM, Mekan1k said:
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?
Oh, and some more detail. My mods:
SpoilerKSP: 1.7.3 (Win64) - Unity: 2017.1.3p1 - OS: Windows 10 (10.0.0) 64bit
ClickThroughBlocker - 0.1.7.2
Filter Extensions - 3.2.3.2
TexturesUnlimited - 1.5.8.23
Toolbar - 1.7.22.2
USI Tools - 1.2
ToolbarControl - 0.1.8.2
CommunityPartsTitles - 0.4.6
Airplane Plus - 26.0
Animated Decouplers - 1.4.2
Astronomer's Visual Pack - 3.8.3
AtmosphereAutopilot - 1.5.15
B9 Animation Modules - 1.5.1
B9 Part Switch - 2.10
BDArmory - 1.3.1
BurstAtomicThrustModule - 0.0.1
Chatterer - 0.9.96.2332
CommNetAntennasExtension - 2.0.1
CommNetAntennasInfo - 2.1
Community Resource Pack - 1.2
CommunityTechTree - 3.3.7
Contract Configurator - 1.27.1
CryoEngines - 1.0.2
CryoTanks - 1.2.3
Community Terrain Texture Pack - 1.0.4
AdvancedTextures - 1.7.3.1
DeployableEngines - 1.1
DistantObjectEnhancement - 1.9.1
DMagic Orbital Science - 1.4.2
DynamicBatteryStorage - 2.0.5
EditorExtensionsRedux - 3.3.22
Environmental Visual Enhancements - 1.4.2.2
Firespitter - 7.12
FShangarExtender - 3.5.5
HeatControl - 0.4.12
K2CommandPodContinued - 1.1.8.7
JSIPartUtilities - 0.4.3
JSIAdvTransparentPods - 0.1.20
RasterPropMonitor - 0.30.6
KAS - 1.4.7097.36908
KAX - Kerbal Aircraft Expansion /L - 2.8.0.1
Kerbin Environmental Institute - 1.2.9.10
KerbalAtomics - 1.0.4
Kerbal Engineer Redux - 1.1.6
Kerbal Foundries - 2.3.7.17
Kerbal Joint Reinforcement - 4.1.15
KerbalKonstructs - 1.7.3.1
HyperEdit - 1.5.8
Kerbonov - 2.0.1.1
InlineBallutes - 1.2.9.8
Kerbal Inventory System - 1.22.7090.200
<b><color=#CA7B3C>Kopernicus</color></b> - 1.7.3.1
<b><color=#ffffff>KSC Extended</color></b> - 1.1
KSP-AVC Plugin - 1.3.1
KSPWheel - 0.15.13.32
MarkIVSystem - 3.0.4
MechJebForAll - 1.3.0.6
MoarFilterExtensionConfigs - 1.0.4.1
ModularFlightIntegrator - 1.2.6
ZZZRadioTelescope - 1.0.3.2
NearFutureAeronautics - 1.0.4
NearFutureConstruction - 1.1.3
NearFutureElectrical - 1.0.2
NearFutureLaunchVehicles - 1.2.2
NearFutureProps - 0.5.1
NearFuturePropulsion - 1.1.1
NearFutureSolar - 1.0.4
NearFutureSpacecraft - 1.2.4
OpenCockpit - 1.2.1
OuterPlanetsMod - 2.2.5
OPT Legacy Spaceplane Parts - 1.4
OPT Reconfig - 1.6.1
OrbitalTug - 1.3.0.8
PatchManager - 0.0.16.4
PhysicsRangeExtender - 1.15
QuantumStrutsContinued - 1.7.4.1
RATPack - 0.4.2.5
RCS Build Aid - 0.9.8
RealPlume - Stock - 1.3.1
RemoteTechRedevAntennas - 0.1.1
ReStock - 0.1.4
ReStockPlus - 0.1.4
RetractableLiftingSurface - 0.1.6
RLA_Reborn - 0.15.1.10
SCANsat - 1.1.8.13
ScienceLabInfo - 0.9.5
SpeedUnitAnnex - 1.3.5
StationPartsExpansionRedux - 1.2.1
SXTContinued - 0.3.28.2
TAC Fuel Balancer - 2.21.4.1
TextureReplacer - 3.7
TokamakIndustries - 0.1.18
TransparentPods - 1.2.3
<b><color=#ffffff>Tundra</color> <color=#0090ff>Space Center</color></b> - 1.1
USI Core - 1.2
Freight Transport Tech - 1.2
NuclearRockets - 1.2
USI Alcubierre Drive - 1.2
Upgrades GUI Extended - 1.5.0.2
WildBlueTools - 1.73.5
Kerbal Actuators - 1.7.1
Classic Stock Resources - 1.0.7And my log will be added in the next post... Or right here.
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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?
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On 8/21/2019 at 10:47 AM, zer0Kerbal said:
Kerbal Joint Reinforcement perhaps?
Does it work for servos as well? Nevermind- THIS IS WHAT I WANT THANKS SOOOOOOOOO MUCH MATE!
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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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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.
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21 minutes ago, Starwaster said:
That's exactly what these config files do. They create new science just for probes and everything that has ModuleCommand and is vesselType Probe can do them.
Awesome- thanks!
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…. Anyone know how to make ALL probes (or unmanned pods) be capable of SCIENCE!?
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Anyone else running into the issue where the autolander tends to just put you down 1/4 a planet away from the requested landing site?
I have quite a few mods, but none that I am aware of, that should cause this issue.
EDIT: List of mods. Current Count: 102.
SpoilerKSP: 1.7.3 (Win64) - Unity: 2017.1.3p1 - OS: Windows 10 (10.0.0) 64bit
000_AT_Utils - 1.8.1
ClickThroughBlocker - 0.1.7.2
Filter Extensions - 3.2.3.2
TexturesUnlimited - 1.4.8.22
Toolbar - 1.7.22
USI Tools - 1.1
ToolbarControl - 0.1.8.2
CommunityPartsTitles - 0.4.4
Airplane Plus - 26.0
Animated Decouplers - 1.4.2
Astronomer's Visual Pack - 3.8.1
AtmosphereAutopilot - 1.5.15
B9 Part Switch - 2.6
BDArmory - 1.3.1
Bluedog Design Bureau - 1.5.2
Chatterer - 0.9.96.2332
CommNetAntennasExtension - 2.0.1
CommNetAntennasInfo - 2.1
Community Category Kit - 4.1
Community Resource Pack - 1.1
CommunityTechTree - 3.3.7
ConfigurableContainers - 2.4.6
Contract Configurator - 1.27.1
CryoEngines - 0.7.1
CryoTanks - 1.1.4
Community Terrain Texture Pack - 1.0.4
DeployableEngines - 1.0.1
DistantObjectEnhancement - 1.9.1
DynamicBatteryStorage - 2.0.1
EditorExtensionsRedux - 3.3.21
Endurance Continued - 1.9
Environmental Visual Enhancements - 1.4.2.2
Firespitter - 7.12
FShangarExtender - 3.5.5
GroundConstruction - 2.4.1
Grounded - 5.0
Hangar - 3.3.7
HeatControl - 0.4.12
JanitorsCloset - 0.3.6
K2CommandPodContinued - 1.1.8.7
JSIPartUtilities - 0.4.3
JSIAdvTransparentPods - 0.1.20
RasterPropMonitor - 0.30.6
KAS - 1.4.7097.36908
KAX - Kerbal Aircraft Expansion /L - 2.8.0.1
Kerbin Environmental Institute - 1.2.9.10
KerbalAtomics - 1.0.3
Kerbal Engineer Redux - 1.1.6
Kerbal Foundries - 2.3.7.17
KerbalKonstructs - 1.7.0.3
WaterLaunchSites - 0.9.1
HyperEdit - 1.5.8
Kerbonov - 2.0.1.1
InlineBallutes - 1.2.9.8
Kerbal Inventory System - 1.22.7090.200
<b><color=#CA7B3C>Kopernicus</color></b> - 1.7.3.1
<b><color=#ffffff>KSC Extended</color></b> - 1.1
KSP-AVC Plugin - 1.3.1
KSPWheel - 0.15.13.32
MarkIVSystem - 3.0.4
MechJebForAll - 1.3.0.5
MoarFilterExtensionConfigs - 1.0.4.1
ModularFlightIntegrator - 1.2.6
NearFutureAeronautics - 1.0.4
NearFutureConstruction - 1.1.2
NearFutureElectrical - 1.0.2
NearFutureLaunchVehicles - 1.1.11
NearFutureProps - 0.5.1
NearFuturePropulsion - 1.1.1
NearFutureSolar - 1.0.3
NearFutureSpacecraft - 1.2.4
OpenCockpit - 1.2.1
OuterPlanetsMod - 2.2.5
OPT Legacy Spaceplane Parts - 1.3.1
OPT Reconfig - 1.5
PatchManager - 0.0.16.4
PhysicsRangeExtender - 1.15
Kerbal Planetary Base Systems - 1.6.9
RATPack - 0.4.2.5
RCS Build Aid - 0.9.8
RemoteTechRedevAntennas - 0.1.1
ReStock - 0.1.4
ReStockPlus - 0.1.4
RetractableLiftingSurface - 0.1.6
RetroFuture - 0.2.1
RLA_Reborn - 0.15.1.9
SafeBrakes - 1.1
SCANsat - 1.1.8.11
ScienceLabInfo - 0.9.5
SpeedUnitAnnex - 1.3.5
StationPartsExpansionRedux - 1.2.1
SXTContinued - 0.3.28.2
TAC Fuel Balancer - 2.21.4
TextureReplacer - 3.7
ThrottleControlledAvionics - 3.5.7
TokamakIndustries - 0.1.18
<b><color=#ffffff>Tundra</color> <color=#0090ff>Space Center</color></b> - 1.1
USI Core - 1.1
Freight Transport Tech - 1.1
NuclearRockets - 1.1
USI Alcubierre Drive - 1.1
Kerbal Actuators - 1.7.1 -
The Viper is using LH2- you might want to fix that... Or give it LH2.
EDIT: And so does the Ranger. Huh.
Edit2: It must be another mod not playing nicely with it...
Edit3: Kerbalatomics Other Mod Support I think causes it.
Edit4: It does. Doesn't work with Kerbalatomic.
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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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I am looking forward to when you get KOS working again. I loved that mod so much...
The Mess Has Started - Two Different Mod Loaders
in KSP2 Mod Discussions
Posted
Begun, the mod-loader war has.