GavinZac
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Everything posted by GavinZac
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GavinZac replied to ferram4's topic in KSP1 Mod Releases
Which fairings?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
GavinZac replied to damny's topic in KSP1 Mod Development
Anyone can. This is the meat of Damny's license: Provide the same license and don't say "this is Damny's official ScanSat update", and you can basically do what you want. -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
GavinZac replied to alexustas's topic in KSP1 Mod Development
It may be something to do with node sizes also. Stock KSP has changed the way stacked nodes connect. The larger the node, the tougher the joint. Edit: oops, I've responded to a very old post. Probably doesn't apply. -
Yes, ModuleManager doesn't care where you put the .cfg files. I have a dozen or so and keep them in a MM_config folder. Note that it's a good idea to leave ones that come with individual mods in their original locations for when you're updating.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
GavinZac replied to blizzy78's topic in KSP1 Mod Releases
Another minor bug report, "Focus Vessel" no longer works. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
GavinZac replied to TriggerAu's topic in KSP1 Mod Releases
Why are you stuck? -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
GavinZac replied to Starwaster's topic in KSP1 Mod Releases
I presume you mean 0.23.5. Yes. It generally is safe to assume that mods are compatible with 0.23.5 unless otherwise stated.- 5,917 replies
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- reentry
- omgitsonfire
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
GavinZac replied to ferram4's topic in KSP1 Mod Releases
thats... what?- 2,647 replies
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- kerbal joint reinforcement
- kjr
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How to rendez-vous with an asteroid?
GavinZac replied to goldenpeach's topic in KSP1 Gameplay Questions and Tutorials
Thank you! But, please, don't call them that -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GavinZac replied to ferram4's topic in KSP1 Mod Releases
There's nothing that can be done about that really without making a whole new Solar Panel module. That is; FAR never did this, nor intended to. It's an aerodynamics mod.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
GavinZac replied to stupid_chris's topic in KSP1 Mod Releases
In that entire day, did you think to consult the thread of the person who makes the things that were going bang, wherein you would have seen him giggling like a precocious schoolgirl? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
GavinZac replied to TriggerAu's topic in KSP1 Mod Releases
I'll respond to you again in case you miss it elsewhere. In both that figure of 17 days, and the second figure of 272 days, there are the same number of seconds; but the minutes, hours and days are being measured differently. However, the point in time that the manouver node occurs, the point in time that the Alarm fires, and the point in time that the TAc supplies run out has not changed. Those are all measured in seconds, and the number of seconds has not changed. If you want to make it so that they're both showing the same clock, change your time settings in General Settings from Kerbin days to Earth days. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
GavinZac replied to TaranisElsu's topic in KSP1 Mod Releases
The plan, I imagine, is a little display that still shows you how long it will keep Jeb alive, just like the window that already exists in TAC. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
GavinZac replied to TaranisElsu's topic in KSP1 Mod Releases
The alarms have not changed. The displayed date has changed. If you watch a time in-game count down, and watch an alarm count down, you'll see they both reach a certain point in time at the same moment, just at different rates. This is because both are stored as seconds, but displayed in hours and minutes which are very different if you're on Kerbin or Earth. The same should apply for TAC, there is no decrease in the number of seconds a Kerbal will survive. To fix this dissonance, you can switch back to Earth time in your General Settings until the mods have been updated to allow a Kerbin time option.