jpinard
Members-
Posts
726 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by jpinard
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
jpinard replied to rbray89's topic in KSP1 Mod Releases
Strange request. How do I remove clouds from Kerbin (or better yet just have fewer) yet retain all the clouds from other planets? Thanks you're awesome! -
I'm a newbie, what are you all talking about? I don't think I've e er even seen Dres.
-
Was there an update that swapped 64-bit back to non-default?
jpinard replied to jpinard's topic in KSP1 Discussion
Why would they change that? *confused* -
Very cool! Your 2 person orbital touribus + science. Does that have the Poodle engine? Or did you use 3 orange engines instead? I have never used those engines myself. I have had issues with my orbital returns that scare me. Coming back to Kerbin from the Mun and meandering between 2,500-3,000 is frightening. I've had a few times I blew up unexpectedly and lost my mouse over my shoulder.
-
Wow that was not the answer I was expecting. Thanks! Does the same hold true for something like Planetshine and Eve? They also have two versions one normal and one with default configs.
-
There are two versions of this one CKAN. one of them has "default configuration" after it. Is default configuration your suggest config? Or does that set something else back to default? Just wondering which to use. Normally I install mods on my own but have been trying out CKAN lately and some of its quirks confuse me
-
Sorry for the dumb question. I see in CKAN two versions of realplume. "realplume" and "realplume stock configs". The descriptions are exactly the same. One by Felger and the other by you Nhawk. What is the difference between them?
-
A super dumb question that I am very sorry if it's already been asked and answered. If I am not making my own mods, do I need to add module manager to the list of mods CKAN downloads? I am a little confused on if everyone includes this automatically with their mods, and if adding a specific mm download messes that up.
-
[1.1] EveBiomesPlus v1.0: Add new biomes to Eve
jpinard replied to Snark's topic in KSP1 Mod Releases
Hi Snark, I have a dumb newbie question. So Eve has some biomes already by default in 1.1 apparently. Does your mod add more biomes or more variety? I have not been there myself and am busy modding up my game to go beyond the Mun! -
[1.3.1][Kopernicus] KASE v0.3 [26June2016]
jpinard replied to KillAshley's topic in KSP1 Mod Development
I love how this looks, but is there a reason you removed ice caps from Duna? Maybe I'm weird, but I really loved those things. -
I am super sorry if this is a dumb question, and even more sorry if it has already been answered and I missed it. I am just back to KSP after a very long hiatus and noticed there are plenty of new parts in the vanilla game. Were the parts here edited to work with the heat, part cost, tech tree of version 1.0/1.1? Thanks
-
I have spent a lot of time trying to come up with designs exactly like the two of you have discussed but have not come anywhere near your results. For instance, the cheapest 4 tourist bus I've made costs 30k. Would you two be up for posting your designs either as rocket files or pictures? It would really help me expand my horizons and my lack of creativity!
-
Making maneuver node around Mun... Release mouse it disappears
jpinard replied to jpinard's topic in KSP1 Discussion
Wait... did someone say you can go to the tracking station while you're still in orbit around the Mun and that would fix it? I also heard a game reboot will fix it on subsequent missions sometimes. So maybe I could leave them up there floating around the Mun, quit the game, then load it back up and then maneuver nodes might work again? -
Please post more pictures of this (or better yet the plane file). I want to play with that too!
-
Do scientists have to be in cockpit for bonus research?
jpinard replied to jpinard's topic in KSP1 Discussion
yep yep yep. -
OK I have to say I'm curious. This game is a lot easier than real life, but it appears the Space Shuttle's SRB's did this with ease. What is different in real life vs. this? Were they going at a much lower relative speed and didn't have to worry about heat? I have to say I am super confused because the kickback boosters specifically mention recovery as a leading principle of their use.
-
Or did I mess up my game? I deleted all the mods I installed manually, then installed CKAN to have that manage my mods, went to load up game and now it asks on launch if I want to run default or 64bit exe. I haven't played in 36 hours but last time I did, 64-bit exe was default and the 32-bit exe was the alternate, <<edit>> Steam version. I need to know if I have to reinstall my game - would someone just load up KSP and see if it's same for you?
-
Making maneuver node around Mun... Release mouse it disappears
jpinard replied to jpinard's topic in KSP1 Discussion
I have 5 missions built up that all require temps, crew reports etc around the Mun. I tried just eyeballing the changes but I am not good enough to do it without maneuver nodes. Since I'm trying to save up money, going back to the Mun for 5 separate trips is not good (i'm playing on customized mixed medium-hard difficultly level). -
I did Google this but came up empty for how things work now vs. when I played a long time ago. It used to be I could attach parachutes to the SRB's and have the decoupler and parachute trigger at the same time. SRB's would float nicely back down to Kerbin. But now I can't seem to find a way to recover them. I'd especially like to be able to recover the kickback boosters. But when I have the parachutes open just before decoupling the boosters they're always destroyed. Thanks for the help!
-
I am so excited! Some new stuff to add. Will scatterer improve ambient light? Since I'm not great at the game I find the darkness too dark when trying to find a place to scope out and land.
-
If I don't want to drastically change gameplay, just enhance it very nicely, which mods should we be grabbing? My current list is: * Engineer redux * Kerbal Alarm Clock * Texture Replacer (not sure how to get super nice water and better looking land though) * Docking Port alignment * Chatterer * Scansat
-
[1.3.0] Ambient Light Adjustment 2.6.3.8 [09/06/2017] continued)
jpinard replied to timmers_uk's topic in KSP1 Mod Releases
What is the link I should be using for ambient light to work in the 1.1 update? Thanks!