

Mokmo
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KSP2 Release Notes
Everything posted by Mokmo
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Battery indicator started showing on my Graphing calculator display. Thought i might as well get a backup done as i didn't have AAA batteries handy. Got most of it done, calculator ran out of juice, went to get the right batteries before the lithium cell could run out (almost at its max age...) to finally finish the thing.
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Dusted off B9 (still works fine!), tried out their demo ships, somehow landed their Strugatsky at Island Airport on the first shot...
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What was your closest call in terms of delta-V?
Mokmo replied to pauldbk99's topic in KSP1 Discussion
Eve return... barely enough to make sure the kerbin reentry worked. -
Are you in carreer mode ? Because that's how it behaves in it.
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It keeps the name but it's 1.1 in there as soon as you open it
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It's pretty clear it won't happen, so time to hit the Robotics lab
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I know it's not mainly about the shuttle, but i wonder if the RCS arms on the Station service Tug could be made as separate parts... i've been looking all over for these, there used to be a mod in... 0.19 that had very similar things and it's a godsend for rotating large parts.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Mokmo replied to TriggerAu's topic in KSP1 Mod Releases
AlexMoon's planner is pretty good. MechJeb will stick to transfer windows closer to the Formula. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Mokmo replied to Tiberion's topic in KSP1 Mod Releases
It seems the Odin Command Module Trunk Section has a 400 Ec battery that doesn't get charge, maybe in conflict with the engine alternator... EDIT: It does it too with the Freyja Service Module. Panels out in the sun on the launchpad and clamps yet no recharge -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Mokmo replied to sarbian's topic in KSP1 Mod Releases
Edited my post with the code from the first part. I'm curious how it would work with 4 instances of the same module. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Mokmo replied to sarbian's topic in KSP1 Mod Releases
EDIT I ahd no idea what i was doing, 4am comments are bad. So i'll repost ExplorerKlatt's code for his first part so Sarbian can give us his opinion. (the config was for the 2 Kethane converters, showing only the first as it's basically the same with some values changed) @part[kethane_2m_converter]:FINAL { Module { name = KethaneConverter InputRates { Kethane = 4.5 ElectricCharge = 12 } OutputRatios { LiquidFuel = 1.53 } } MODULE { name = KethaneConverter InputRates { Kethane = 5.5 ElectricCharge = 12 } OutputRatios { Oxidizer = 1.87 } } MODULE { name = KethaneConverter InputRates { Kethane = 4 ElectricCharge = 21 } OutputRatios { MonoPropellant = 1.85 } } MODULE { name = KethaneConverter InputRates { Kethane = 4 ElectricCharge = 8 } OutputRatios { XenonGas = 2 } } } -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Mokmo replied to dtobi's topic in KSP1 Mod Releases
4th photo in the album, are those phillies upside down ? EDIT: yup they are. I think the illustration is clear -
Yup, and it's being worked on
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Mokmo replied to dtobi's topic in KSP1 Mod Releases
*facepalm* It seems to bethe problem, it deployed way too behind the node to be effective... Didn't go through the thread, i think you should add a photo with hot it's placed on the ship. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Mokmo replied to dtobi's topic in KSP1 Mod Releases
Strangely, the mini klaw doesn't seem to work for me, yet the big one does. -
3.01 Fairings, 0.98 PP ? This is what i get on a clean install of these two. Note the lack of shape and texture options on the second image. Last one is my definition of clean install.
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Do you remember your first time playing KSP?
Mokmo replied to ICrashRockets's topic in KSP1 Discussion
0.18, the demo (is it still that version in demo ?) Played a few hours, got to the mun with the help of a few tutorials, saw the huuuge possibilities of the mods and just decided to get this. Been over a year (end of april) and this will probably be the best return on investment i've ever done on a game. -
[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
Mokmo replied to swamp_ig's topic in KSP1 Mod Releases
They use a common dll, it's probably the source of the problem. I have the same issues atm. -
So if i delete the KSPAPIExtensions.dll that has alower version number (Procedural Parts' in this case) normally everything should work fin ? i'm geting some issues from PParts right now and i think it might be it (You're on 1.4.1 and they're on 1.4.0.2) EDIT: And now people on the Procedural Parts are saying that it will only break the other mod... ugh it's confusing.
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Now-defunct-thread-that-should-not-appear-in-google-search.
Mokmo replied to Cilph's topic in KSP1 Mod Releases
It's the 2.5m probe stack http://wiki.kerbalspaceprogram.com/wiki/RC-L01_Remote_Guidance_Unit -
Strenghtens docking ports... Kerbal Joint Reinforcement can do that Strut Things while EVA... Kerbal Attachment System
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Welcome to the forum. So you've installed it right, it seems, as you got the parts. By "the procedural part didn'T kick in", do you mean the walls weren't generated in the vehicle assembly building?