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Everything posted by Fyrem
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[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity
Fyrem replied to toadicus's topic in KSP1 Mod Releases
Pardon me, just marking this thread so I can find it later. Ok, in all seriousness, this is a great mod. for the last few patch versions, I have used Remote Tech, and well, .. yeah, time to move on to other challenges. But I did not want to totally lose the "antenna" game play completely. This mod is a perfect "middle". -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Fyrem replied to Paul Kingtiger's topic in KSP1 Mod Releases
eggcelent! -
If he moves to another site, I am sure that it will be well known, and easy to find.
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Vertical Ascent vs. To LXO First
Fyrem replied to arkie87's topic in KSP1 Gameplay Questions and Tutorials
Thank you Arkie and 5thhorseman. Ideas + Ships * Data = Learning. -
so... a "rescue" kerbal gets the standard 4 hours (starting the moment he FIRST comes into 2.5km of an active ship) of EVA lifesupport + electricity? Note: turning on headlamp will negatively effect lifespan.
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Vertical Ascent vs. To LXO First
Fyrem replied to arkie87's topic in KSP1 Gameplay Questions and Tutorials
For god sake people it has been 19 pages on this thread alone.. If only we had at our disposal a computer program that could run though the examples given if only someone could ACTUALLY provide a SHIP FILE, and you know.. USE it .. to collect data.... key words in that sentence : Provide a SHIP FILE .... really, all of you .. need to just stop, build a ship, LAUNCH it, record the data, and provide the ship file. REALLY. Just stop. do that. come back. end. Arkie, you believe there could be situations/ships/payload sizes, etc, where method X is "nearly as good as" ... ok, THEN MAKE A SHIP FILE and SHARE IT, test it, and show us the data. Arkie, 5thHorsman has his $10k ship, (but no file yet, poke poke) .. do you have yours? Slash, SHIP FILE ... DATA. done. TDLR, it is time to put the pencils down, and DO it. People would LOVE to come here and see this question actually WORKED out, ... so.. DO the work. ok, I will shut up now. -
Stavell, you Killed him!!!!! ok, so... I picked up the contract to "rescue a kerbal in orbit"... and before I could even get to the VAB to build/launch a rocket... there was a message that the poor guy died due to lack of Electricity - life support. while I am sure poor Lodier Kerman is dead.... can you so something to save future stranded Kerbals?
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Vertical Ascent vs. To LXO First
Fyrem replied to arkie87's topic in KSP1 Gameplay Questions and Tutorials
Slash, you totally missed the entire discussion between arki and 5horseman. that is what the $10,000 challenge, Kerbin (with FAR) to Mun is all about... since YOU (slash) do not have FAR, Arki and 5thHorsman chose to design their own test. You (Slash) are not involved in it. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Fyrem replied to Arsonide's topic in KSP1 Mod Releases
5thhorseman: Waypoints now display tooltips with the agency of the relevant contract, this is to make correlating the waypoint to a contract on the board easier. Could the tooltip also show if you've accepted the contract or not, and what you need to do there? I know the icon says it but I can't see dark red lines on black (which seems common for the waypoints) so can't at a glance tell what the contract wants me to do, or even see if I need to do it. Maybe 2 colors for the outline of the waypoint, white if you've accepted the contract and black if you've not? That was done already, it is listed in the same changlog somewhere. edit : found it: Waypoint tooltips are now colored based on contract status. Orange for offered but not active, green for active. -
Kerbals experience - What are the steps
Fyrem replied to Mokmo's topic in KSP1 Gameplay Questions and Tutorials
It does not, or at least I can not find the information. It DOES have what the levels of experience grant the kerbal, but it does not list out, exactly, what GAINS XP . unless I am completely missing it. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Fyrem replied to ethernet's topic in KSP1 Mod Releases
yep, got it, thanks Ethernet! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Fyrem replied to Arsonide's topic in KSP1 Mod Releases
WOOT.. .. very well done, Arsonide! -
Hey Quick Question for when you wake up.... I see that the Toolbar Addin is needed (if I want to be able to edit while inflight)... is there any hope that you will be able to use the .25 -stock- toolbar instead of the addon one at some point in the near future?
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Fyrem replied to DMagic's topic in KSP1 Mod Releases
hmm, well something is a miss then. I will redownload (just in case) and try again, but even thou all the other Science Exp on that mission recognized that they were "near an asteroid" but for some reason The multi-spectral imaging platform only saw that it was "High above Kerbin". -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Fyrem replied to DMagic's topic in KSP1 Mod Releases
I may have done something wrong (happens now and then) but.. I have the contract that includes the following : What device, exactly, does this refer to? -
and.. stop using the 64bit version of KSP.. just don't use it.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Fyrem replied to Yogui87's topic in KSP1 Mod Releases
Rosetta Mission tease.... -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Fyrem replied to Arsonide's topic in KSP1 Mod Releases
yes, here : http://forum.kerbalspaceprogram.com/content/312-The-Grand-0-26-Plan -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Fyrem replied to Arsonide's topic in KSP1 Mod Releases
Grats on the .26 inclusion! -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Fyrem replied to TriggerAu's topic in KSP1 Mod Releases
wow, I never knew Porkchops look so... informational. Actually I remember the first attempts at pockchop graphs , by various people (via web pages)... I am glad that it is now available IN GAME. .. here is hoping it works in .25, and/or that a .25 version will be out soon. -
but are the Building at KSP#2 destructable?
Fyrem replied to Fyrem's topic in KSP1 Gameplay Questions and Tutorials
good point, Alshain, and yes, that is MUCH easier -
but are the Building at KSP#2 destructable?
Fyrem replied to Fyrem's topic in KSP1 Gameplay Questions and Tutorials
I have no interest in repairing them. I just want to make ICMB's launched from KPS #1 to blow it up. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Fyrem replied to Majiir's topic in KSP1 Mod Releases
Thank You Majiir!