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Everything posted by mr. engino
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
mr. engino replied to Thomas P.'s topic in KSP1 Mod Releases
I'm trying to use kopernicus to make an incredibly small moon, but I have not figured out how to add a moon to another planet system. How do I accomplish this? -
[1.8.x - 1.12.x] US Probes Pack - Old and New - 8-26-21
mr. engino replied to raidernick's topic in KSP1 Mod Releases
Good to see you're still around raidernick! I was wondering if you could modify this mod a tiny bit by at least adding more science experiments to some of the probes; some of them had science experiments in their real life counterparts that are missing in the ones included in this mod. -
I just remembered another mod, the anti gravity room mod!
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Well, I finally figured out what #3 was, Simian Endeavors!
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Well, I decided to take a look in the squad part files, it turns out that there is a way to get this to work! Currently there is a module for the kerbal parachutes, called ModuleEvaChute. My guess is that if you make a part using said module, you would achieve the same effect as the kerbal parachute! I'd do it myself, but I'm not proficient enough at modding yet.
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[1.4.X] OSE Workshop Continued - KIS Addon
mr. engino replied to Aelfhe1m's topic in KSP1 Mod Releases
so I noticed... -
[1.4.X] OSE Workshop Continued - KIS Addon
mr. engino replied to Aelfhe1m's topic in KSP1 Mod Releases
While I like this mod, it has incompatabilities with ksp interstellar extended; as it keeps freezing during loading at "loading PartRecipe for KSPIE VASIMR2" -
KSP Interstellar Extended Continued Development Thread
mr. engino replied to FreeThinker's topic in KSP1 Mod Development
Hrm, and yet I downloaded the continued version of ose workshop... -
KSP Interstellar Extended Continued Development Thread
mr. engino replied to FreeThinker's topic in KSP1 Mod Development
For some reason the game refuses to load properly, it keeps getting stuck during the loading sequence. Specifically, it gets stuck at "loading PartRecipe for KSPIE-VASIMR2". Any help appreciated. -
KSP Interstellar Extended Support Thread
mr. engino replied to FreeThinker's topic in KSP1 Mods Discussions
Is anyone else having an issue where the game hangs up when loading, specifically when it gets to "loading partrecipe for KSPIE-VASIMIR2"? -
Romfarer's lazor system was the best!
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Mod request: Chatterer for probes!
mr. engino replied to mr. engino's topic in KSP1 Mods Discussions
Oh! So the feature actually exists in the mod? I guess I'd better install it and see for myself! -
The Chatterer mod is good at making a silent game come to life, but I have noticed a slight lack of love for the probe cores! I would kindly appreciate it if someone would make a variation of the chatterer mod for probes; probably just some morse code or something, modem sounds, historical satellite recordings, etc. If it has been already made, or if it can be done with the chatterer mod itself, please let me know!
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Ah, there are so many mods from ages past that I could mention, my most favorite of them all would have to be Hooligan Lab's airships mod! Never has one been so able to make a magnificently gargantuan airship loaded to the brim with all sorts of scientific instruments, not to mention having the ability to *SAFELY* make an eva report without having the kerbal fly off the craft midflight! If you used the Cirrus balloon, you don't need parachutes; heck, if you used that balloon on a lightweight spacecraft, you don't even need boosters to get high into kerbin's atmosphere! (good luck keeping the craft from flying apart though!) In all honesty, I deeply miss that mod, I wonder if it'll still work in 1.4?
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KSP custom control panel project. codename: KONPAN
mr. engino replied to mr. engino's topic in KSP Fan Works
Thanks for the support! I do know about the arduino micros' capabilities, but I still want to get a bigger arduino; primarily because I don't really have a big breadboard, and the fact I want to use the micro for another project.- 14 replies
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- arduino
- custom hardware
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Well, of the mods that I do recall, there are actually three I want to use again: 1) the spacetech escape pod, because I miss it's design 2) the uss enterprise mod, which featured the enterprise as a one-part craft, also featuring the warp nacelles as individual parts 3) I forgot the name of it, but it was a radial engine mod. The only thing I remember about it beyond the fact it had engines for lf-ox, monoprop, and xenon, was that the part descriptions were talking about monkeys or something.
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I remember some mods from a couple of years ago that I yearn to use again, but they were on the kerbal spaceport website, which we all know is gone. There are at least two mods that I'd like to try using again, but I haven't found them on this forum nor on curse, which leads to the conclusion that they have been abandoned. Is there an archive of the kerbal spaceport website, a proper one that isn't from archive.org?
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KSP custom control panel project. codename: KONPAN
mr. engino replied to mr. engino's topic in KSP Fan Works
Here it is! KONPAN mk II: bigger, better, moar buttons switches! (At this rate, if I add any more things, I might need to consider getting a better arduino!)- 14 replies
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With all the experiments one can do on all the planets, moons, and asteroids, why not have some kind of science experiment for the stars? I'm aware that the stars are not visitable, but I would like to see a mod that allows you to 'observe and study' stars. The way I picture this mod, it would have a telescope, in that the amount of science points you get per 'observation' is random and limitless, to coincide with the random and numerous diversity of the stars. To make it fair, and also quite realistic, this telescope would be fraught with potential errors and breakdowns, requiring repairing missions to keep using them. I've no idea if this can even be created, nor if it should, but I feel that there should be such a mod; primarily because using a mod tech tree might result in getting stuck in spots because of lack of science points and ways of getting more!
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
mr. engino replied to IgorZ's topic in KSP1 Mod Releases
Just tested, it is indeed the new suits. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
mr. engino replied to IgorZ's topic in KSP1 Mod Releases
New suit??? Wait, does this mod have an incompatibility with the expansion? -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
mr. engino replied to IgorZ's topic in KSP1 Mod Releases
Something screwy is going on with your mod lately! My kerbonauts once again have 1l of inventory space, so I decided to reinstall this mod, this time through ckan; they still have 1l inventory space, and now their inventory has more spaces then they should have! -
It's quite simple, actually! Behind the command module is a container where you add the required/assorted rover parts, in the middle is the robot arm mechanism. The mechanism is controlled via custom action groups, at least 2 for each axis of movement, which in this case is 3. Batteries and beams are placed opposite the joint in the hope they would counterbalance, but they don't. On the end of the robot arm is a winch, which you use to hoist up the main body of the rover, so that you can place the wheels on it with extreme precision; nobody wants a wobbly, uneven rover, after all! On the other side of the whole robot arm is a nuclear reactor, for both powering the robot arm, and also for balancing the whole thing. Lastly the entire thing sits on four heavy duty landing legs, with a 2x2 panel on the bottom as a last resort. Like I said, quite simple!