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KSP2 Release Notes
Everything posted by theonegalen
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I'm extremely excited for the opportunity to explore the Kerbolar system again with the new graphics! I'm also excited to have a new clean slate for playing the game without all the habits I fell into in KSP1!
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Caerfinon's Kerbin Side Development [WIP]
theonegalen replied to Caerfinon's topic in KSP1 Mod Development
whoops! I can't believe I never noticed that about the 2500m runways. -
Caerfinon's Kerbin Side Development [WIP]
theonegalen replied to Caerfinon's topic in KSP1 Mod Development
That bridge is cool! -
Caerfinon's Kerbin Side Development [WIP]
theonegalen replied to Caerfinon's topic in KSP1 Mod Development
Fantastic! I will download and use just about anything you make, @Caerfinon - it's always top quality and fits in with my style of KSP. -
Thank you so much for sharing that! It is fantastic to see someone using all the switches I put in.
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My point is, one could theoretically use it for anything that fits, rather than having the limitation of CKAN automatically installing BDB when this was installed. BDB should probably be a recommended mod rather than a dependency.
- 46 replies
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- breaking ground
- payload adapter
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I apologize, why does this depend on BDB? I avoid BDB in my stock scale games, although I'm using it for JNSQ.
- 46 replies
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- breaking ground
- payload adapter
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[1.12.X] Kerbal Flightworks Company
theonegalen replied to CarelessDoughnut's topic in KSP1 Mod Releases
Yes, Kerbal Actuators > Firespitter.- 24 replies
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- airplane
- firespitter engines
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[1.12.X] Kerbal Flightworks Company
theonegalen replied to CarelessDoughnut's topic in KSP1 Mod Releases
cool!- 24 replies
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- airplane
- firespitter engines
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That means a lot, thank you. I know I haven't updated it in a while, but it's good to know that the same things that inspired (and challenged) me with the first releases of the old Unmanned Before Manned tree are still inspiring others!
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[1.12.x] ARCAspace EcoRocket for KSP
theonegalen replied to AaronDoesSpace's topic in KSP1 Mod Releases
a thumbs-up for your rocket and for K-On! -
This is pretty great! Does it automatically add to the RPM MFDs, or does it need to be manually placed in modded cockpits?
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Wonderful! One of these days I'll actually use BDB, I guess.
- 46 replies
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- breaking ground
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Starilex Nightstar : Better KSPartTools for IVAs
theonegalen replied to Ailex's topic in KSP1 Mod Development
magic! -
Hey man, welcome to the forums! You're going to need to give more information if you want help with this issue. Also, please don't quote a huge post unnecessarily. Thank you!
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- helicopter
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The abort action group is triggered by the ejection handle in between the Kerbal's legs. EDIT: I spent several hours updating the Mk1inline cockpit to MAS tonight. Testing indicates that not all of the MAS props work as expected, so I will have to troubleshoot that on... Tuesday, probably.
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So, WC 0.4 is going to be very different than previous versions. No custom "feet" variables, installed in a different place, different and better names for the interior spaces. If I get it ready, I'll make and submit a pull request to fix Reviva integration.
- 186 replies
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- bluedog design bureau
- airplane plus
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theonegalen replied to theJesuit's topic in KSP1 Mod Releases
Looks like the ones I'm using that aren't explicitly supported are Bumblebee Cold War Aerospace KeR-7 (also Internal RCS and Mk-1 Stockalike open cockpit) by nesd KerBalloons Continued KSP Secondary Motion (wiggly antennas and such) Mk2 Stockalike Expansion Mk3 Stockalike Expansion Mk-X Spaceplane Parts Near Future Aeronautics PicoPort Shuttle Orbiter Construction Kit (from benjee10; goes well with HabTech2 and reDIRECT) And Angel's Wild Blue mods Buffalo Flying Saucers Heisenberg Airships Mk-33 Sandcastle I'll let you know if any of them seem out of place; and I'll see if I can make a few mod configs. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theonegalen replied to theJesuit's topic in KSP1 Mod Releases
I'd like to use TETRIX for my next playthrough. My one question right now is what happens to mods that don't have support. Do they disappear, or do they just appear in nodes that might not make sense, or is it set up that if mods put their parts into a logical node, that they should show up in a logical progression?