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Everything posted by theonegalen
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
theonegalen replied to nightingale's topic in KSP1 Mod Releases
Hi, I'm playing with CC, Tourism Plus, and a quite a few other mods, and CC is throwing some errors. Here's the log: https://drive.google.com/open?id=0B6ZYgATQfNhBa2FGdWRmdHR6UVk- 699 replies
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- career
- contract configurator
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[1.2.1]Arkas: Development Edition
theonegalen replied to The White Guardian's topic in KSP1 Mod Development
I'm so glad you took this up @The White Guardian! I think Arkas may be the prettiest planet I've ever seen for KSP. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
theonegalen replied to TriggerAu's topic in KSP1 Mod Releases
TriggerAu is good about updating things when he can. -
[1.12.x] Custom Asteroids 1.9.0 - January 24
theonegalen replied to Starstrider42's topic in KSP1 Mod Releases
Yeah, I knew about the CC error messages. I retried with a fresh no-other-mods install with only CustomBarnKit and Custom Asteroids just to be sure, and again received no asteroids. So it's definitely something to do with CBK, even in sandbox mode. -
Hello, I would like to report a bug. When CustomBarnKit and Custom Asteroids are both installed, CustomAsteroids loses functionality and no asteroids are spawned, even on a brand new sandbox save. Reproduction: install CustomBarnKit and Custom Asteroids, including Custom Asteroids' config files. Start a new sandbox save. Go to the tracking station. TimeWarp forward, and observe that no unknown objects spawn.
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[1.12.x] Custom Asteroids 1.9.0 - January 24
theonegalen replied to Starstrider42's topic in KSP1 Mod Releases
I went to the tracking station with Custom Asteroids and Kopernicus / OPM and many other mods installed, and timewarped forward for five years. Nary an asteroid did I see. KSP Log - output_log With only CA and K / OPM, they show up as expected. Time to troubleshoot again. EDIT: It's CustomBarnKit. -
(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
theonegalen replied to Whirligig Girl's topic in KSP1 Mod Development
How do you suppose this would play with OPM?- 289 replies
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- stock planet revamp
- revamped stock kerbol system
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
theonegalen replied to BahamutoD's topic in KSP1 Mod Development
1. True. It may not be programmed that way. 2/3. Certainly, but when you consider that any multi-planet civilization's warships would have to be hardened against cosmic radiation, nuclear weapons do lose some effectiveness. The usefulness of KEWs and nukes would probably change depending on the range of the engagement, which would change with the technological level of the combatants. 4. Yes. I didn't know what level of knowledge you had on the subject so I kept my comments brief and basic. -
Varsi, if you're looking for a low-intensity, but very good integration of early probes to the tech tree, try @Yemo's Unmanned Before Manned: I used his/her SETI tech tree for a while, but since it isn't updated for 1.1.2, I've been using Unmanned Before Manned + Community Tech Tree in my new career save and it is very nice, even though it doesn't overhaul the entire tree like SETI did.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
theonegalen replied to BahamutoD's topic in KSP1 Mod Development
@Wayland Yeah, most warheads cause destruction by propagating an overpressure wave against the target (blast damage). Such a wave has to have a medium, or a material to transmit through. No air pressure, no overpressure, no blast damage. Even a nuclear weapon would be quite a bit less effective in space combat, because without the blast wave, all one is left with is a lot of undirected radiation. But when the explosive is actually in contact with it's target, as in your fourth test, it now has material to transmit it's blast wave through. Of course, most warheads at least have shrapnel caused by the bomb case disintegrating, and many also include shrapnel from additional material packed into the warhead, but armored vehicles could likely defeat such shrapnel, and I'm not sure if BDA models that kind of shrapnel damage anyway. The kind of weapons that would be effective in actual space combat would be high-velocity kinetic energy weapons (bullets or projectiles without warheads), suicide drones, terawatt lasers, or other directed energy weapons, among others. -
[1.1.2] Kerbal Optical Alignment System v1.0.3 (5-22-2016)
theonegalen replied to tg626's topic in KSP1 Mod Releases
Any possibility of getting with @MOARdV to see if this can be integrated into the docking camera pages of RasterPropMonitor?- 32 replies
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- camera
- docking aids
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Looks pretty good! Reminds me of the engine display panel (whatever it's called) on the center console of a jetliner.
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I just loaded it up and flew a test craft with it. Everything works as long as you have the 1.1.2 compatible versions of the necessary plugins.
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Hello, as a fan of both the NearFuture and USI part packs (though less so of KSPI-E, mostly because of the complexity), I just wanted to let you know that I am indeed hoping this does get completed during the course of 1.1.x No pressure, just encouragement that your work isn't going unnoticed, undesired, or unappreciated.
- 60 replies
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These are sweet!
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[1.3.x] SETI, Unmanned before Manned [Patreon]
theonegalen replied to Yemo's topic in KSP1 Mod Releases
Thanks for everything, @Yemo! I tried doing an unmodded career when 1.1 dropped, and couldn't stand it - I have to have at least UnmannedBeforeManned, and the InitialContracts update is just icing on the cake, thank you!- 2,515 replies
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I love everything about it except how much it stands out from the terrain. :-/
- 108 replies
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- bases
- kerbal konstructs
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Jut wanted to let you know that I installed this and flew my first basic mission with the Mk 1-1 A2. I was nearly giggling with delight, using the Mechjeb controls for ascent guidance and playing with all the settings. I'm not very good at reading the FDAI yet, but it's incredibly fun to try. Thank you!