Aardvark
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[1.12.2] - CSI Tech Tree [0.5] -- USI Suite Updated
Aardvark replied to Cruesoe's topic in KSP1 Mod Releases
I was wondering what mods might have parts which would show up in the following nodes: Advanced Fusion Rockets Colossal Lifters Exotic Plasma Rockets Advanced Aerospace Engineering Experimental Actuators Off-World Robotics Specialized Landers Specialized Command Centers High-Energy Science Applied High-Energy Physics Ultra High-Energy Physics Experimental Nuclear Power Exotic Nuclear Power High-Power Electrical Systems Experimental Electrical Systems Exotic Electrical Systems Exotic Radiators thanks -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Aardvark replied to Halban's topic in KSP Fan Works
My Kerbal Space Program cover of David Bowie's "Space Oddity". Backing track by Karaoke Clips (miscredited as Medio Tono Abajo due to my non-existent Spanish) Stylophone by me Mxing and effects in Audacity Graphics in a heavily modified Kerbal Space Program Abreviated Credits: Words and Music -- David Bowie Performed by -- Ziggy Kerman and the Spiders from Duna Major Tom -- DavidJones Kerman -
I'm having a weird experience. The original four Kerbals suits always revert to the default after a flight. I can get them to wear the vintage suits if I change them in the Astronaut Complex, and the first one who flies will be wearing that suit, but if I remove focus from his/her flight (by going to the tracking station, for example), when I return the suit has gone back to the default.
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I'm having difficulties with some of the pre-built craft. In particular, the Saturn I (not the Ib) says that there is a missing "Bluedog.Centaur.RL10". Probably because there isn't such a part in the parts folder. Instead, there is the "Bluedog_CentaurD_RL10". Is this the part I should replace in the craft file? Thanks.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Aardvark replied to Gameslinx's topic in KSP1 Mod Releases
Is there a way to temporarily turn off the mod? I find it wonderful everywhere but Kerbin, where I rarely spend any time other than in orbit. Given the problems with EVE's City Lights rendering, I would like to be able to turn it off while flying above Kerbin, and then turn it back on when approaching the Mun etc.- 3,158 replies
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[NO LONGER UNDER DEVELOPMENT] MPE Revived
Aardvark replied to Interplanet Janet's topic in KSP1 Mod Releases
Great!- 161 replies
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- minor planets
- planet pack
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(and 3 more)
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[NO LONGER UNDER DEVELOPMENT] MPE Revived
Aardvark replied to Interplanet Janet's topic in KSP1 Mod Releases
Is it compatible with existing saves?- 161 replies
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- minor planets
- planet pack
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(and 3 more)
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Aardvark replied to JPLRepo's topic in KSP1 Mod Releases
I'm having a weird problem. I'm using the outer-planets mod, and one of them (Sarnus) starts out as discovered, even though I've set the difficulty on the mod to high. I edit the save file to make it undiscovered, before even entering the tracking station, and find that as soon as I enter the tracking station it shows up, and furthermore updates the persistent save file to show it as discovered. In the distant past, i had that oddity with Sarnus starting out discovered, but was able to fix it via a save file edit. -
Tsiolkovsky had something very similar in the '20s.