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Everything posted by mr. engino
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I've been using final frontier to help me renember who went to which planetary body first, and also been using the professions addon for roleplay purposes. I am wondering if there are any mods that add extra professions for kerbals to have? The only known example of what I'm looking for is the colonists mod. https://forum.kerbalspaceprogram.com/index.php?/topic/149488-14x-colonists/
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These are great, but honestly they need to be put into one folder download.
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The "You know you're playing a lot of KSP when..." thread
mr. engino replied to Phenom Anon X's topic in KSP1 Discussion
When you're writing the description for the next spacecraft in a series, depicting the successes and failures of the previous craft, then saying something along the lines of: "we made this one different with ___", THEN occasionally in the descriptions you try to portray any 'comments' made by a person from a fictitious meeting you held, discussing any further improvements or other mission goals to try to achieve with the spacecraft series before moving on to a different line of spacecraft entirely. In addition, assuming you're playing career mode and enjoy doing the rescue missions, you'd pretend that the stranded kerbonauts were from less successful missions done by other space agencies, and that you'd try anything to reuse older spacecraft series in an attempt to relive the old days as rescue craft; often with varying success rates. All in all, given the way I've described my addiction to this game, I can safely say that: A) I'm borderline schizophrenic or, most likely B) I need to start my own youtube series about the spacecraft I design and their mission(s), perhaps as a documentary style. -
What's the funnies/stupidest contract you've received?
mr. engino replied to Athen's topic in KSP1 Discussion
Technically they're not really stupid but, any part testing missions that require testing a parachute part LANDED; not in flight, LANDED. I mean gee wiz, isn't the parachute supposed to be tested mid-flight? -
Oof, trying to classify the kind of ksp player I am is a bit difficult. In some regards I'm all four, though the first one is usually by accident, I don't try to break the game, it does it on its' own! I guess I'm actually more of a combination of two and three, as I tend to try to replicate historical spacecraft, though I usually mish-mash them together for maximum results!
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
mr. engino replied to JPLRepo's topic in KSP1 Mod Releases
I've been using this mod, but I appear to be stuck. (playing in science mode BTW) I've managed to find Minmus and imaged it with a TST telescope, but beyond that there is nothing showing up in the observatory about minmus! How do I get about researching minmus, and also where is that ground telescope referenced in the observatory? -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
mr. engino replied to jrodriguez's topic in KSP1 Mod Releases
I am using version 1.7.0, and the range I'm not entirely sure, I think it's the default range. EDIT: I checked, the range is 500 -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
mr. engino replied to jrodriguez's topic in KSP1 Mod Releases
I finally encountered that jittery spacecraft glitch that comes with this mod. I was wondering if I reduce the extended physics range, would that help mitigate the issue? -
realistic communications mod requiring directed antennas?
mr. engino replied to mr. engino's topic in KSP1 Mods Discussions
Not really. Most spacecraft in real life usually had two antennas, a low-gain omni-directional antenna usually used for backup and keeping track of the spacecraft, and a high-gain directional antenna that required orienting the spacecraft so that the antenna was pointing towards earth in order to transmit data successfully. Since I already installed a life support mod to my game, I figured I'd try to go all in with realism, which is why I asked about a realistic communications mod. It appears that remote tech has what I'm looking for, so I guess this question has been answered? -
It appears I've gotten into making ksp more realistic, and I was considering the communications aspect. I know about remote tech, but I was looking for something different. Unless remote tech does contain what I'm about to describe, I am looking for a communications mod that features a requirement to have the antenna directed at Kerbin to not only maintain contact, but also to transmit data, with being not properly orientated affecting control and transmissions.
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Oof. Doesn't that seem kinda dangerous not dangerous enough?
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Sorry I'm late to comment on this. I do use the various srbs included with BDB, usually for the historical spacecraft. I must admit, however, I really need to learn how to adjust the boosters and also when to turn them off; when I attempted to make my Vanguard I replica, I forgot to turn off the srb, so I instead made a Luna I replica, though since it didn't fly by the mun, I guess it was more like Pioneer V...
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Just reinstalled Bd Armory recently, and got to thinking about career mode feasibility. Are there any contract packs for Bd Armory that have you setting up defences and destroying spacecraft and such?
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Raster Prop Monitor is great for making your missions more realistic, but ASET Props makes it even more realistic! Therefore, I was wondering how many mods out there, preferably updated ones, use ASET Props? Could someone make a list of the mods that use ASET Props?
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
mr. engino replied to Angelo Kerman's topic in KSP1 Mod Releases
I'd like to point out that CKAN lists an outdated version of this mod. Other than that, fantastic mod! -
Yes, the transmissions should be randomized, as they are uniquely different from each other.
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
mr. engino replied to Athlonic's topic in KSP1 Mod Releases
I have finally released the addon I made for this mod! Go check it out!- 751 replies
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Do you like using chatterer, but have grown tired of the sstv sounds whenever you transmit science? If so, this is the addon for you! Introducing Morse Kode, the chatterer addon guaranteed to make your experience a little more interesting! -How does it work? Well, it replaces the sstv sounds you normally get when you transmit science with CW (continuous wave [morse code]) sounds to provide you with a low-tech experience, making your science transmissions sound a lot more simple and a lot less significant! -How do I install? It's easy! go to the chatterer folder in gamedata, then to sounds, finally swapping the sstv folder already there with the one you downloaded, and thats it! For all you easter-egg aficionados: each sound file is a message written in morse code, containing messages both historical AND hysterical! Good luck on decoding the messages! Download Here!
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Ah, good to see my comment got noticed! As I had stated in a previous comment, I likened this mod as the Soviet equivalent to bdb, and as such, I had hoped that this mod had the early Soviet probes. Granted they were lacking in scientific instruments compared to the u.s. counterparts, they did have some form of science experiments. For instance Sputnik I, despite being little more than a metal sphere with a battery and radio transmitter inside, it did have an internal temperature and pressure gauge, so it can be argued that a 'kerbalized' version of it would have a primitive 2hot and presmat combination, much like how the narly probe core (vanguard I) has a 2hot. Need I say moar?
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I do have probes plus, but it doesn't have the probes I'm looking for, not to mention no rovers yet. I was actually hoping that tantares would have some of the earlier probes (sputnik, luna, etc.) much like how bdb does (explorer, vanguard, pioneer, etc.).
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Well, I finally found the soviet equivalent of BDB! While I wait for Kopernicus to update so I don't lose progress on my save, I'd like to know: does this mod have soviet probes along with manned spacecraft?
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