Mokmo
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Everything posted by Mokmo
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Mokmo replied to JDP's topic in KSP1 Mod Releases
So how does getting a command center around a planet, say Jool, would work ? i'm using RT2 And i just sent 3 guys in Joolian orbit, connecting them to pretty much all i already had over there, still on the old signal delay time... -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Mokmo replied to JDP's topic in KSP1 Mod Releases
My only issue with this (i'm seeing it only with ships that are remote-controlled) is that the throttle doesn't obey the cut off command very quickly. As i do a manoeuver, it takes several seconds to get to max throttle and several seconds to get off it, basically making every manoeuver a mess... EDIT: It basically goes all jittery when throttling up/down and overshoots when i hit x to turn everything off, by a few clear seconds with no time compression And how does one program a burn in m/s in the new version ? Should i mention this only happens when Mechjeb's on the ship ? EDIT2: it's bug #15 on your bugtracker -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Mokmo replied to Normak's topic in KSP1 Mod Releases
the pods have their torque values set ? i thougth it was the noly issue pods had when migrating between versions... -
add-on support forum would be a better place, there's probably a topic there already
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I run the game on a first-gen i3 with HD3000 graphics. It'll run, not at max settings, and it'll choke a bit when it starts having more than 250 parts loaded on grid.
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Just do like i did when 0.20 came out: I made a copy of the 0.19 directory, tried using 0.20 with my old save, fixed everything while playing on my 0.19 copy, sent the whole thing to 0.20 once all was updated. I'm not worried at all for this new version, and i'm sure everyone on the forum will help us fix our saves once we see what's not working right.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Mokmo replied to Majiir's topic in KSP1 Mod Releases
i can,t stop plying KSP one day that Majiir comes up with new stuff... lol i kid. Seriously, great work and thanks for everything.. my number one annoyance from 0.6 (not knowing if the last scan beep was for kethne or ore) is now gone, and knowing i can hover my mouse to know the numbers is a major improvement -
Canadian space flags! Show off that Canadian pride, Eh!
Mokmo replied to -ty-'s topic in KSP Fan Works
I actually take no offense in this. Just let the baby boomer generation get old and you'll barely hear anti anglo sentiment, simply because no one will remember the time where every boss in Quebec was an anglophone. /Quebecer -
Year 3, day 97, about one year used in waiting and doing some transfers to Jool and Eeloo. (And it's my original save file from my beginnings in the game after getting paid version, 0.19.1, took me 3 weeks to make the switch 0.20 because of all the broken mod parts.)
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Canadian space flags! Show off that Canadian pride, Eh!
Mokmo replied to -ty-'s topic in KSP Fan Works
Oh nice Happy Canada day, although a bit early Let's claim stuff for Cmdr Hadfield -
TIL Docking is 10x easier and a lot more fun in 3D
Mokmo replied to Androsynth's topic in KSP1 Discussion
Look at all your fancy gadgets and here i am just using a docking cam that's almost never lit up right... -
replace a solar panel
Mokmo replied to onlinegamesz's topic in KSP1 Gameplay Questions and Tutorials
Only way i know is to change the line for each solar panel in the persistance or quicksave file from "broken" to "retracted". Normally it should work as nothing else changes between these statuses. (Of course always backup your persistence file before attempting something like this) -
in big launchers, the wobble is often caused by the outer engines' gimbals over reacting. If you keep only the ones in the center active (turn the other off with an action group), you'll see a definite improvement.
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Trouble with a gigantor solar array boom
Mokmo replied to Bolide's topic in KSP1 Gameplay Questions and Tutorials
Instead of the 88 octogonal struts, you could use the modular girders. But it will still bounce like crazy, even in the real world this would be under tremendous torque stress. -
if the spacebar does not work, it probably means it's linked by a docking port, a clamp-o-tron. right-click on it or it's counterpart (normally two identical parts facing each other) and you should have a "decouple" or "undock" option.
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Have you tried releasing the cable a bit ? when the Kerman puts it there there's always a bit of tension, and it's often enough to move stuff.
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the legs, and everything between the upper leg and the ASAS/docking port are from the H.O.M.E. Starter kit (see my image of Duna lander, it uses the same parachute and the other set of landing legs from the set, it's made to land big things, i went overkill with it but this guys used it just right).
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So i finally landed on Duna, it was amazingly less complicated than i expected, the lower section having way too much parachute power (a H.O.M.E. parachute plus 8 stock radials), barely used the fuel in it. On the other end, the return stage barely had enough fuel to circularize its orbit on take-off, it's usually made for low-grav planets so i was definetly pushing it. Next is a Kethane probe that's still attached to its nuclear engine (final stage is ion-propelled) doing one of the 4 aerobrakings it took to get it within scanning distance of the non-mineable planet. When i launched it a few weeks ago it had a much longer detection distance, many updates later it stilll does the job fine. It has 4 brothers on their way to the moons around Jool, another one in orbit around Vall. Now i'm seriously considering sending one of those interplanetary launchpads and land it on one of the moons (oh look there's even two of the moons on the picture ) Edit: please do not remind me i play on low settings, thank you)
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Mokmo replied to Majiir's topic in KSP1 Mod Releases
i have 0.5.1 -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Mokmo replied to Majiir's topic in KSP1 Mod Releases
So i wan't sure if i had 0.5 or 0.5.1, but is it safe to assume that if all my files are dated to the same date and time as those i have in the 0.5.1 zip (that was already on my hard drive), i'm good to go for 0.6.1 ?