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Everything posted by Schmonzo
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Schmonzo replied to ferram4's topic in KSP1 Mod Releases
How about using deadlyreentry with ferram? I feel like heatshields are needed in that constellation. Apart from that I would like to thank ferram4 for his mod and all the time he invested in it so we can play with proper (there I said it Solar, ferrams aero is awesome) aerodynamics. I have used it for since it came out pretty much and am not playing without it since and eventhough it keeps on getting better, I always had the feeling that it gave me a rewarding challenge in comparison to stock aerodynamics.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Animals in Kerbal Space Progam
Schmonzo replied to Donterrio's topic in KSP1 Suggestions & Development Discussion
animals have been discussed over and over, they are (probably - I am carful since the announcement of multiplayer) not coming, I can't find a quote by Squad on that right now though. Here are two previous threads on the same topic: http://forum.kerbalspaceprogram.com/threads/53040-animals-in-kerbin-and-using-animals-for-testing-in-space/ http://forum.kerbalspaceprogram.com/threads/45864-Sending-kerbal-pets-into-orbit -
Plea for larger heat shields.
Schmonzo replied to Moss's topic in KSP1 Suggestions & Development Discussion
I think claws idea of procedual heatshields is solid. Especially if the were inflatable so you can actually launch them. Coming back from Eve was never a concern of mine though, I hope the devs or a modder make kerbals temperature sensitive at some point, so there would be no chance of survival for a kerbal on eve. For now I just roleplay that only probes can land on the surface. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Schmonzo replied to nightingale's topic in KSP1 Mod Releases
yeah, sorry, I just realized my mistake... Thanks for the help though!- 557 replies
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- contract configurator
- remotetech
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Schmonzo replied to nightingale's topic in KSP1 Mod Releases
Hey, I am having trouble with my 3 commsat contract. I think I have everything in order, yet the timer does not start, so I can't complete it. Screenshots: http://imgur.com/BZJndBv,LtUBQ2N,hdo3wi3#0 http://imgur.com/BZJndBv,LtUBQ2N,hdo3wi3#1 http://imgur.com/BZJndBv,LtUBQ2N,hdo3wi3#2- 557 replies
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- contract configurator
- remotetech
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you always get upgrade points for achieving stuff. Otherwise you would take ages to build/research stuff in the later game. Also it's time to thank themagico13 again for this mod, it's a must have for a couple of installs now. If only his lps came back edit: noooooooo, can't give him rep right now. Quick, someone else do it for me!
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Schmonzo replied to rbray89's topic in KSP1 Mod Releases
By doing what you are unwilling to do, finding the answer in this thread. Short answer for the lazy: there is no work required installing eve, it just works (at least for me) and for astronomers pack I only had to edit three textures... -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Schmonzo replied to Starwaster's topic in KSP1 Mod Releases
the stock heat shields and deadly reentry shields are in different tabs (they also seem to have different resources). Can I use both or should I just use deadly reentry shields?- 5,919 replies
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- reentry
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what is the differnce between finalfrontier and this?
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What is the rationale behind playing completely stock?
Schmonzo replied to falloutaddict's topic in KSP1 Discussion
That one is hard to answer to... What I can tell you though is that I probably wouldn't be playing after more than 4 years. FAR, Deadly reentry, remotetech, finalfrontier, Rasterprop and kerbal construction are a must for me. And since I discovered them one by one they will always be in my install I guess. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Schmonzo replied to rbray89's topic in KSP1 Mod Releases
as it has been said before, 7.4 works like a charm, so no need to use the dev built unless you are willing and able to hunt down bugs -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Schmonzo replied to Nereid's topic in KSP1 Mod Releases
again, just dropping by to leave some rep and thanking for one of the must-have mods in my install. Thanks for all you efforts nereid! -
Better antenna = Better Transmission
Schmonzo replied to Crusher48's topic in KSP1 Suggestions & Development Discussion
you obviously did not read my post, it revolves very little about mods and very much about the fact that this discussion is old and you might want to research it. -
Better antenna = Better Transmission
Schmonzo replied to Crusher48's topic in KSP1 Suggestions & Development Discussion
there are plenty of mods, (antenna range, remotetech2, etc.) that make antennas useful. This discussion has been around since probes have been introduced to the game. The devs have ignored it so far. I doubt this thread will bring anything new to the table. here are some unassorted links to existing disscussions on the same topic (first search result- searching never hurts before opening a thread): http://forum.kerbalspaceprogram.com/threads/56109-Antennas-and-range-impact-transmision-value http://forum.kerbalspaceprogram.com/threads/54821-Directional-Antennae-Signal-Strength-Satelites-and-Science http://forum.kerbalspaceprogram.com/threads/94421-Data-Transmissions-Adjustment-to-the-Stock-Antenna-and-Dishes http://forum.kerbalspaceprogram.com/threads/72442-Rethinking-Probes-Satellites-and-Pods http://forum.kerbalspaceprogram.com/threads/66408-Improving-probes http://forum.kerbalspaceprogram.com/threads/84920-Transmission-destination http://forum.kerbalspaceprogram.com/threads/54138-research-transmission-and-satellites http://forum.kerbalspaceprogram.com/threads/72384-Improving-the-communication-parts there are many, many more. For a more complete list : Google is (at least in this case) your friend -
Failed promises... you have been here for two years, this game has been an alpha product for a long time. The devs promised A LOT of things that are not in the game and even promised to not waste time on other things that are or will be. That is what alpha games are about. I am quite sure that harvester planned on another game when he first started coding and know that I imagined it to be very different when I first backed this game with my money. I have been very disappointed with quite a few things about ksp and that made me realize that I can't complain. This is not my game, I just financed it with nothing else than the endresult (whatever it may be) for me to play. If you want to rely on promises made by the devs look at a game once it is finished, check out what the devs are promising. If you like what you see buy it, if it's not what the devs promised on release, get your money back and move to another product. Plus at least this game has good and (since we are not on the steam workshop) free mod support. And with all the mods out there you can pretty much make this game into whatever you want.
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So, I get it, I don't like Valentina either, she seems like something that was forced on the game. But kill her as soon as she leaves the pod? (as all the other life support mods, this one seems to kill female kerbals as soon as they exit the pod by dumping their lifesupport).
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- life support
- plugin
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Schmonzo replied to stupid_chris's topic in KSP1 Mod Releases
deleting the stockfix parachute fix does the trick -
Lol, it has not been 2 days since release, unless you are sponsoring the modders that make this marvellous mod, you should try some patience, they are doing this in their free time. There will be an update eventually and I sincerely doubt that there will be another mod that will be as awesome as this one.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Schmonzo replied to Starwaster's topic in KSP1 Mod Releases
Geforce damage and a much tougher reentry I hope. I don't think Squad did a good job implementing, especially because this mod has been around for a while and a lot could have been learned from it imo. Also if you don't think you'll need this mod, don't get it. Thanks to those that give us players the oportunity to mod this game into the game we envisioned when we founded this project years ago, in this case starwaster!- 5,919 replies
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- reentry
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Why not give the links with posts like that? way more helpful: Figaro Gps. Also the mod does not force you to built a gps network, it gives you the chance to.