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Everything posted by Ringkeeper
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Ringkeeper replied to Athlonic's topic in KSP1 Mod Releases
i love chatterer Soooo fun. Without it its quit borring. And thanks to Gaiiden? for the links to the additional chatter. Totaly missed them so far.... *edit* hmm..the cendartalk dont load at all shame- 751 replies
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ringkeeper replied to sirkut's topic in KSP1 Mod Releases
i know. But working with the ones in IR is at them moment everything but easy. You never know if attach that point which part moves or if the whole ship moves. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Ringkeeper replied to RoverDude's topic in KSP1 Mod Releases
why not both? I sometimes swear at my kerbals, why they just cant unfold a antenna or something similar.... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ringkeeper replied to sirkut's topic in KSP1 Mod Releases
rails? gantry ? *looks on calendar* Its augsut, not christmas -.- *bounce around like a little kerbal* The last missing parts comming. Awsome. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Ringkeeper replied to DasPenguin85's topic in KSP1 Mod Releases
As far as i know the MapTraq is no longer needed if you use the 7.X version of ScanSat. So 1 part less And the BTDT is useless in space anyway as the range is 5km . Only if you build a rover with scansat modules its a problem. Btw: the tweakscale config is nice. Works perfectly, if you get the correct node on the bottom stack (well, and the ressource skyrocket but ok ). Then it doesnt sink into the hull. Is there a reason why on the solar panels is a % scale with this little range? If you would scale the sat to 5m the solar panels look tiny on 200% But i dont know(yet) how to change the .cfg . The only thing missing now is a mod which makes satellites usefull. ScanSat and RT2 are so far the only reason (yeah and a bit of science). -
Does the Unofficial B9 Aerospace REPACK come fully loaded?
Ringkeeper replied to Dr_Von_Boom's topic in KSP1 Mods Discussions
why use the unofficial B9 repack from curse when you can use the official B9 pack for 0.24.2 ? The repack was only need until the official version was in work/at that time noone was working on B9 newest version -
[1.12.x] Freight Transport Technologies [v0.6.0]
Ringkeeper replied to RoverDude's topic in KSP1 Mod Releases
With all your mods now, could you maybe make a Icon for the PartCatalog ? All your parts are already nicely sorted by PartCatalog but just with a "ugly" USI written and no nice icon -
hi, i'm searching for a solution for a little problem i have. I build some landing guidence towers along the west side of the runway. Now the problem is, they are visible only from the usual 2.3km which doesn't help much. Neverunload has the problem with the craft falling through the ground at some distance. Lazor can load, but for all crafts always and can be switched only in the main scene Distant object enhancement might make them visible, but most likly won't make the lights seen. Is there any way to make them visible and functional? Would a realy strong light (if there is one out^^ ) in combination with DOE work? At the moment i use couple Aviation light for blinking which are not that strong, even on 2.3km. Thanks for any help
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[0.90] Kerbin Shuttle Orbiter System v4.13
Ringkeeper replied to helldiver's topic in KSP1 Mod Releases
the link for the manuel installation of the complete pack has a typo. hthttp:// <-- there is a HT too much. -
parts [1.12.x] Asteroid Recycling Technologies
Ringkeeper replied to RoverDude's topic in KSP1 Mod Releases
yes... but as all of your mods are pretty much a "must-have" and there are also some other nice mods that fit with yours its getting a bit tight with RAM Not to mention all the "also nice but not must" mods ^^ So we have to sort now all the "non-roverdude" mods out -
parts [1.12.x] Asteroid Recycling Technologies
Ringkeeper replied to RoverDude's topic in KSP1 Mod Releases
and the next mandatory mod from Roverdude I need a stable 64bit client.... *cry* -
[1.12.x] Freight Transport Technologies [v0.6.0]
Ringkeeper replied to RoverDude's topic in KSP1 Mod Releases
now i have slowly to sort my mods ..... all Roverdude mods are awsome but i run out of memory (32bit) -
[WIP] Freight Transportation Technologies (Mine/Haul/Fly)
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
Awsome ship I guess the center is the transport container? Would it be possible to make it detachable so you can land f.e. an empty container , pick up a full one and fly away? Similar to this helicopter system? Or better say more like this. I'm not good at discribing, hope you get what i mean -
[WIP] Freight Transportation Technologies (Mine/Haul/Fly)
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
I just build a normal MKS base with a karbonite drill unit, converters for fuels/monoprop to refill landing supply ships. I use Life support. Here is a screenshot how it looks on 1776x1000 (window mode on a 1920x1080 monitor): As you can see, the list is way too long I guess we have to use the UI Tool "Crater" mentioned to hide stuff like Repairkits/Basicmachinery which you don't need often. I can't imagine what would happen if i would also have the Launchpad Mod -.- -
[WIP] Freight Transportation Technologies (Mine/Haul/Fly)
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
Even i like the idea of freight transporters for all the ore/substrate etc i fear the amount of resources, if used with MKS/OKS/Karbonite. Already now the resourcepannel is longer then the screen(1920x1180) xD Hope you have a solution also for that -
when does it make sence to take a mod and put it into the stock game? Thats the question you have to ask. FAR, Spaceplane , MKS/OKS, Karbonite, KAS etc are all nice mods, but nothing the major part of players use. You want to look for a mod that is used by a huge player base and simple enough that everyone, even the ones that barley reach orbit, can use and profit from. A company doesn't pay for a mod that only some players can use.
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How would I get a 40 ton payload into orbit?
Ringkeeper replied to Vectura's topic in KSP1 Gameplay Questions and Tutorials
if you dont mind to use other peoples work: Munshine Lifter Family Lifters with subassembly for 5 to 165 tons . I always use this. -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Ringkeeper replied to Qberticus's topic in KSP1 Mod Releases
got a nice error today. Haystack: saving settings (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Vessel Munshine IV Debris was on-rails at 0.0 atm pressure and was destroyed. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at HaystackContinued.HaystackContinued+VesselInfoView.drawDistance (.Vessel vessel) [0x00000] in <filename unknown>:0 at HaystackContinued.HaystackContinued+VesselInfoView.Draw (.Vessel vessel, Boolean selected) [0x00000] in <filename unknown>:0 at HaystackContinued.HaystackContinued+DefaultScrollerView.Draw (System.Collections.Generic.List`1 filteredVessels, System.Collections.Generic.List`1 filteredBodies) [0x00000] in <filename unknown>:0 at HaystackContinued.HaystackContinued.mainWindowConstructor (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 404)[/SPOILER] The error continuous for some time , in the meantime the GUI is not displayed. After some time (10-15s) it comes back. -
[24.2] Karbonite Ongoing Dev and Discussion
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
i like scansat, i like the resource overlay and the maps. The only problem i have is to translate the position of a deposit/anomaly/whatever from scansat to the mapview/planetview. The map is detailed but the mun/planetview is not that much. I guess thats why people would like to have a overlay on the mapview. Makes things easier. -
[24.2] Karbonite Ongoing Dev and Discussion
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
and put the arrow on the doors, when they are closed. When the legs come out you dont need to know anymore where down is. But in VAB you need -
a simple google will bring you to wiki Its explained there quit good http://en.wikipedia.org/wiki/SSTV . Where to find it in KSP ? On Duna , but as far as i know its gone at the moment (since 0.23 if i remember correct)
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With the arrival of Rosetta at the comet i wanted to share my little Rosetta+Philae build in KSP. Weight is 2.9t so nearly the same weight as the real one. The force of the stage seperater is enough to send the lander to the asteroid with 1.1m/s , similar to the real lander speed. Launcher etc not included but the ESA pack has a nice Ariane 5 included , otherwise there are also some stock ariane 5 found in the board. Pictures: Mods used: ESA Historical pack (solar panels) Tweakscale otherwise stuff would be too big Download: Dropbox *edit* If someone finds a way to make the hinges from robotics even smaller as normaly possible, please send me a message. Then i can build the lander legs correct. Thanks