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Everything posted by kirmie44
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Introducing For Science! - Major Content Update Out in December
kirmie44 replied to Intercept Games's topic in Announcements
I'm happy we are moving forward but there was a time when I had hope that the science system was reworked to be a bit more like kerbalism for the collection process. Also I was hoping for a mission based part unlocking system. -
[1.12.*] KerBalloons Reinflated - Real Science?
kirmie44 replied to linuxgurugamer's topic in KSP1 Mod Releases
I've never let them go all the way when they have clearly passed their limit but the first time it happened I got to 50000 and still accelerating. Ill see If I can replicate on vid. I couldn't get this to repeat. I crashed my plane before the real test of this happened and maybe lost a kerbal It isn't short because of loading time, the glitch didn't work at first (and I though showing you how to make it might help), and KCT, but I am able to replicate. (it is two vids because I had to leave in between. the 16 min one is more important though. https://drive.google.com/drive/folders/12hhtr7XZA5Lrlky1yrg8es0cTcHMzCa_?usp=sharing -
[1.12.*] KerBalloons Reinflated - Real Science?
kirmie44 replied to linuxgurugamer's topic in KSP1 Mod Releases
I abused this mod at the beginning of my new Probes before crew campaign. I was putting several balloons on a single craft and use them all to lift the plane. I don't think the mod was meant for this though. A lot of the time, the configuration I picked wasn't saved on the balloon. Also, Sometimes they don't pop when they are supposed to at their limits. The first time it did this, I got to space with the balloons. I have been manually popping the balloons at the correct pressure limit so It hasn't been that bad. Just thought I'd let you know. Another issue is that the window doesn't always pop up for repacking the chute. it does a flicker thing with the menu. -
How does the new stock kerbal inventory system work with this mod. It seems like inventories are attached to individual kerbals (instead of seats like in KIS). Does this still work with KCT? I don't think any of the items are saved to their inventory when leaving because I cant seem to remove the parachute or RCS pack. Im mostly just wondering if anyone else has this issue and if anyone is dealing with it.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
kirmie44 replied to JPLRepo's topic in KSP1 Mod Releases
It isn't a guarantee, and BIG asterisk because I have a ton of mods, but My saves worked in 1.9 and this never seemed to be the source of any of my crashes or glitches. -
yeah, ill give you a third strike against me. After reinstalling it, it seems to work fine. I think CKAN must have installed the update wrong. I'm asking for trouble, but the other mods "work" and I've tried the process of reverting all my mods and game back to 1.8.1 and I spend hours figuring out what's broken. good luck on future updates!
- 606 replies
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- power manager
- plug-in
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Hello, I'm having an issue with your recent update (at least I think it is Ampyear. Had trouble triangulating which mod in your folder is causing the issue). The red exit button along with the VAB and SPH no longer work. the back button seems to try and bring me to X1 Warp. Attaching a log file. If you need anything else, lmk. I had a lot of mods installed (100+) but the log file is only of the test with just reposoft folder +MM. Thankyou for all the hard work! https://drive.google.com/file/d/1hzfoj7xVsr-0k0vROBqV08CLG-sZQndK/view?usp=sharing
- 606 replies
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- power manager
- plug-in
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Mine is a bit over a hundred. The real challenge for mine is that I have a few overhaul mods installed at once I'm trying to make at fancy
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I also think a lot of the mods that make IVA useful and useable should be stock. even raster prop monitor
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This would actually be fantastic as a learning tool and could be implemented in a way that goes from the stock (action group) system, to an advanced middle ground (conditional groups) to expert (KOS)
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I would like to see mods like ResearchBodies, ScanSAT, and TST. They don't add much complexity, but they do add to the sense of discovery in the game and give a purpose to a polar satellite and orbiting telescopes. I would love implementation of kerbalism science! I can see why other things wouldn't go well though. The contreversal point I'd like to say is that I think N-body orbital mechanics would be a sound additional to KSP 2. If you think back, putting your fist satellite in orbit was hard but you figured it out and now no that it's not just burning up but also sideways. For long time players, N-body mechanics will add this back to the game without making the game harder for beginners. Infact, it technically makes the deltaV requirements slightly less.
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Rebutting some points here. There are a lot of mods that add these things to the background and during time warp without much overhead or a drop in frame rates. The only mod I've seen that can't handle high time warp is Principia and that's only at the modded in higher timewarps of BetterTimeWarp. (Off the Top of my head Interstellar Extended, Kerbalism, and Background recourse monitor all add this complexity back for unloaded or timewarping vessels) Also, IMO, the new things added by the game will be limited in there use. A lot of the new engines don't work in atmosphere, a lot of the new parts don't even fit on the ground. You have to use all the previous parts to build up to these new parts. It looks like what they have won't be really useful for anything that isn't gigantic. Also, I'm excited for different forms of propulsion. They are going for the Near Future vide so I can't see it being overpowered. They won't be too complicated either, we already have nuclear engines, Aerospikes & Rapier engines that are only slightly closer to the realm of possibility than what they are proposing. Hell, engines like the nuclear pulse engine would be a reality if we weren't worked about our planet or breaking treaties. Disclaimer: (edit) not a proficient coder so that fist part is more of a question. I know coding but have developed nothing so take my words with a grain of salt
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[1.3.1, 1.4.5] Planet Patches for Principia
kirmie44 replied to Scotskerb's topic in KSP1 Mod Releases
I'm happy someone is doing this!- 18 replies
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- gravitation
- n-body
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[1.9.x] CollisionFX- ReUpdated -1.1.0 (29th/May/2020)
kirmie44 replied to VoidCosmos's topic in KSP1 Mod Releases
Thanks for a great mod! I was wondering if you could remove the collision effects from walking kerbals. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
kirmie44 replied to JPLRepo's topic in KSP1 Mod Releases
Is there a way I can retroactively hide the planets? Idk why, but I just realized all my planets are already discovered. -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
kirmie44 replied to linuxgurugamer's topic in KSP1 Mod Releases
Adding on to @SoRobby's question, Does this mod work with mods like ScrapYard and Kerbal construction time? -
I don't think the stock props work with FAR either. at least ive had little to no thrust while using them.
- 940 replies
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- aerodynamics
- far
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
kirmie44 replied to SpinkAkron's topic in KSP1 Mod Releases
@wyvernfink Yeah, all my saves got corrupted so I was trying out new mods (specifically principia and this). and every new game I started had the R&D building fully upgraded. I am just living with it. -
Is it possible to set limits on parts you keep. Like Don't keep the first 10 generations or a part after 3 uses?
- 225 replies
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- failure
- reliability
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