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inigma

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  1. True but the neat thing is that ksp1 is stable forever so getting mods that work is a higher probability than ever before.
  2. Soo... back to KSP1 we go. Anyone have a recommended KSP 1 mod list to cover what KSP 2 intended to give us? Maybe something we could pin? Was looking for a minimalist list though to cover the basics: Multiplayer: Darkstar Multiplayer (DMP) Colonies: Hab Tech Outer Planets Mod Planetary Base System Simple Construction / Not So SimpleConstruction / Keridian Dynamics Communications: Economy/Missions: Stockalike Mining Extension Life Support: Kerbalism TAC-LS Science: Kerbalism Un Kerballed Start Hide Empty Tech Tree Nodes Parts: Community Tech Tree Kerbal Inventory System/Kerbal Attachment System Nertea's mods Stockalike Mining Extension Utilities: MechJeb Kerbal Engineer Redux Universal Storage FMRS, for booster recoveries Visual: Scatterer Some ideas in this thread so far - Updated Modlists:
  3. Reposting this, since it's a GREAT challenge. And only one person currently holds the title after nearly a decade.
  4. Thank you! So happy to have inspired those to carry the torch into even more aircraft contract pack greatness! You have done very well with your pack. I look forward to playing them myself! Ooh something new to watch! I will check it out!
  5. Yay, glad to see someone wants to continue making planes a thing in Career. I heartily approve. Feel free to use anything from GAP! It's free and open source.
  6. This was always my most favorite KSP thread in history. Still glad the links work.
  7. Yes it is. The contacts are still in the pack, just disabled by simply not referencing them in the current progression of contracts. You or anyone are welcome to modify whatever you wish and share your modifications. I'll be happy to publish any fixes you can offer. Feel free to check out the github link referenced on the OP.
  8. The only recourse to failed contracts is to cancel them and retake them unfortunately. What you could do though is go through the cfg files in the mod and set the failureFunds = 0 failureReputation = 0 that way there would be no penalty for failure.
  9. As is my right and honor, I hereby award to @sturmhauke the STS Challenge Architect Badge and recognize him for maintaining the fine and outstanding traditions of the STS Space Shuttle Challenge. He stands upon the shoulders of giants, and the achievements of generations, as he leaps to inspire the achievements of the giants of the future. Thank you good sir for maintaining this challenge in these glorious days before KSP 2, and continuing the spirit of this amazing series. I look forward to the participation in this series by Kerbalnauts new and old. Bravo sir! Well deserved!
  10. Lol. loved the K2 rescue ragdoll. She really needed help, prob why they called it in. ;D adding your playthrough to OP.
  11. The air terminal is the road between the Space Plane Hangar and the fuel tanks by the runway. In a level 3 SPH, the terminal extends all the way from the SPH to the fuel tank area, with enough space to park your plane. Simply taxi from the runway to the fuel tank area. That's the terminal. I've recently been sucked into Space Engineers, but now I'm really stoked for multiplayer KSP 2.0. I also start a new job soon, but when things settle down I hope to revisit GAP to make it officially compatible with latest versions. Anyone of course is welcome to fork this project if they have time to do so, as right now I don't seem to have it yet. Hopefully soon. Let me know.
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