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elkar

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Everything posted by elkar

  1. Authoer was preparing brand new version for this week and since 0.20 came out, i guess it will come all togeather, which means more realism of course.
  2. Comebined with mechjeb and other autopilots, RemoteTech is more about making the network and be able to control your ship than the delay itself since it works only on that remotetech simple computer.
  3. Well I'm gonna do some new ship designs in the meanwhile but I cant really fly to anywhere without those two mods im missing. Kethane and Ioncross life support. Lazor system should be up today, I have hope this will be too.
  4. People are just anxious coz they have to wait for those mods they are playing with to be able to continue their save games.
  5. What the hell dude, you could expected this pretty much. I have my save game carried over to 0.20 and im slowly adding one mod at the time as modders are realsing 0.20 versions... so in day or two i'll be running like before.
  6. Any hint about getting this plugin compatible with 0.20? or is the last version compatible still?
  7. How do you precisely make it work with 0.20? I mean that new folder structure is lil bit confusing...
  8. So that info table at map about crew is just info table.. fair enough.
  9. Do we need this plugin with 0.20 sice there is something similar to that in default game already?
  10. It seems that we wont need few mods anymore also, e.g. crew manifest... I'm of course excited for it, but I dont want to ruin my gameplay by being impatient.
  11. Same here, but still I would be quite mad if I would have to start over. But my new game I've started few days ago, I did it without any part mods almost, so fortunatelly it can work. Will see. But I wont download 0.20 right now, it's always better to way few days and get 0.20.1
  12. Part 5 added with kerbals slowly but surly getting to LIVE in space!
  13. Actually it started to work for me. havent tried 26 ton with mk IX yet, but so far it looks OK. I'll mention your "company" then
  14. Engine redux onto new unity version to get 50 FPS when docking at huge station. That would be dream!
  15. Seems completely natural for kerbals.
  16. I have that mod with weights so I put like 10 tons on mk II and so on.. It is possible to get on orbit, yes. but 75km orbit with no fuel for deorbiting is not useful for me. In the end I just gave up and went with KW rocketry. They have two crafts there one light and one heavy and thats all i need. PS: You know what, I'm gonna give it a shot. The heaviest load I need to get on 160km orbit is now 26 tons so ill try mk IX.
  17. Will try it, just hope it wont ruin my save game, i mean my missions but if you say by next week, i wont have station up yet so, will see.
  18. I guess it wil be mentiones as long as it serves. Ofc in time it's gonna be more and more... rutine job. I hope. Part 4 is up btw. (got too much time today)
  19. Part 3 added, if you are skilled in making crafts/station parts, you stil have a chance to get in news/story just like Laz. Corp! See here!
  20. J. P. Kerman (KSP CEO) is quite pleased by tests so far. Our engineers are saying that the ship design would/will be best for transporting crew on and back to Kerbin ISS in future.
  21. Thank you, will definitely try it out in simulations and see...
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