QuantumX
Members-
Posts
39 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by QuantumX
-
[1.8.x] Contract Reward Modifier [v2.7] [11/1/2019]
QuantumX replied to DMagic's topic in KSP1 Mod Releases
I have this installed via CKAN, and seem that the slides do nothing... saying Ver 2.1 is installed. I have changed sliders on tests, then check the contracts and no change though i did on restart change a offered contract from 8 to 1 science when i have science set to 150% so not sure what is happening, even tried reloading... Though it seem it just set the sciences i did have offered from original values all to 1 lol.. Could be user error on my part not sure though. -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
QuantumX replied to RoverDude's topic in KSP1 Mod Development
RoverDude, i have to say your Mods really do make me keep playing KSP! all of them... WELL DONE!!! With a side order of Awesomesauce!!!! And now this little expansion pack for Karbonite.... Hope we aint gotta wait long for release -
as you asked, i voted for tracks because they are cool, but more so because they are far more stable and functional in low gravity. If i had a second vote i would have asked for rover bodies because they is zero dedicated rover bodies in any part packs, except for thinng like trucks etc.. which is not kerbaltastic in my view.
-
[24.2] Karbonite Ongoing Dev and Discussion
QuantumX replied to RoverDude's topic in KSP1 Mod Development
Do Karbonite locations change each time you got to a planet? I'm looking to scan for a landing site for a base, then land there later. but i'm unsure if the Karbonite locations change. -
Also perhaps i'm missing something simple here with the tracks but when i place two track on either side of a rover, the track turn in opposite directions making my rover spin around... for the life of me i can seem to get them to both turn in the same direction.. its obviously something simple, but its late and i still stumped!!
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
QuantumX replied to sirkut's topic in KSP1 Mod Releases
Can someone explain how to get the Gantries and telescopic pistons working properly... they just seem to act all weird when i tryt o use them.. For gantries they twist and turn, and the pistons i cant sem to get them to work with the Hydraulic Cylinder, there seem to leave a sort of air gap between them.... -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
QuantumX replied to Paul Kingtiger's topic in KSP1 Mod Releases
Dev thread where? -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
QuantumX replied to Paul Kingtiger's topic in KSP1 Mod Releases
Any breaking news on the TAC update? realling missing wedges for food, waste storage ect.. Really great MOD!!!!!!! -
Whats the best way to find the precious metals... i seem to be having issues i have ORES and SCANSAT installed but clicking on precious metal does not show anything...
-
This is by far my favorite SINGLE part in game.. The REPULSOR is awesome... I've been looking for a hovercraft part of ages and this is IT!!! My only thing missing for me is that the action groups be sorted just to be able to turn them off when not needed, rather than going to each one right clicking and changing height to 0.. Oh and electricity consumption seems a little high not sure if its easy to tweak based on the setting within the wheel for greater height more power needed etc. Such good work thanks!!!
-
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
QuantumX replied to Arsonide's topic in KSP1 Mod Releases
Thanks for the Info Arsonide!!! BTW Fine work on this Mod, one of my favorites... Keep up the GREAT work... -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
QuantumX replied to Arsonide's topic in KSP1 Mod Releases
For the Orbits contracts i see an orbit in the map screen (I have to do a Polar Orbit) as lines but cannot see the orbit info (Inclination, AP and PE) do i have to visually match the orbit? or will just getting to a polar orbit at any PE/AP work? because I cannot seem to complete the contract requirement: "Reach Designated Polar Orbit around Kerbin with a deviation of less that 7%" -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
QuantumX replied to shaw's topic in KSP1 Mod Releases
Sorry should have been clear, i'm trying to reduce RAM.. that why i commented.. Seems i'm getting 500mb RAM decrease using this mod so all is good thanks for info Shaw.. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
QuantumX replied to shaw's topic in KSP1 Mod Releases
Perhaps i'm being daft.. As the Force OPEN GL does not work for moe nor 64bit i though to use this is compress textures... is this automatic or do i have to configure this? -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
QuantumX replied to Devo's topic in KSP1 Mod Releases
Hey how do you get to see the Kerbal inside the bubble? is this another mod or something? -
Guys.. I've been having a quick search and other than Aviation Lights mod i cannot find any mods dedicated to just giving you a larger selection of lights. Does anybody know of one that works with the latest patch?
-
2nd KSP Install for modding.
QuantumX replied to QuantumX's topic in KSP1 Modelling and Texturing Discussion
For those who might want to do this, here is what i did to have two KSPs installed. (thanks to UbioZur for the help) Basically i copied the whole of the KSP directory from the D:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program and placed it in its own directory somewhere else, for me I created: C:\DEVELOPMENT\Kerbal Space Program I then placed a shortcut to my desktop, deleted all the mods i have in GameData (except /squad), just created some subfolders to hold my parts i'm trying for learning. I also deleted many of the Squad parts and just left a lower selection of essential parts for testing, for controls stuff, tanks, and side and bottom mount rockets etc. I then started my KSP lowered the RES, there i had it a DEV version that for me loaded in less than 30 secs. EASY. Thanks to all for the guidance.