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KSP2 Release Notes
Everything posted by Taki117
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KSP2 Version: 0.1 OS: Windows 11 CPU: AMD Ryzen 9 5900X 4.2 GHz GPU: NVIDIA GeForce RTX 3060 Ti Expected Behavior: Placing a part in symmetry on a part already in symmetry results in the new part being replicated across all symmetry components. (See Screenshot from KSP 1) Actual Behavior: Parts are not replicated across all symmetry components and some parts are incorrectly placed (See KSP 2 Screenshot)
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KSP2 Version: 0.1 OS: Windows 11 CPU: AMD Ryzen 9 5900X 4.2 GHz GPU: NVIDIA GeForce RTX 3060 Ti After planting a flag you can no longer control the kerbal that planted the flag. Workaround: Restarting Game fixes issue.
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Games been out all of about 24 hours and there's already a mod for it. I love this community.
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Asking the real questions here. I too would like to know.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Taki117 replied to tony48's topic in KSP1 Mod Releases
The default is 2.5x, so just dropping it into your Gamedata folder (with the dependencies) is enough.- 1,956 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Taki117 replied to tony48's topic in KSP1 Mod Releases
Actually tested this out and you need about 5500dV to get to a 100km orbit, I used the RSS/RO ascent profile for Mechjeb and it seemed to work better than the stock ascent.- 1,956 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Taki117 replied to tony48's topic in KSP1 Mod Releases
That explains so much. I was having issues getting to orbit for the "Orbit Earth" contract because I was using the wrong dV chart...- 1,956 replies
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- totm mar 2022
- rss
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(and 3 more)
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Taki117 replied to tony48's topic in KSP1 Mod Releases
I feel really dumb, but is there a way to tell which size solar system got installed?- 1,956 replies
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- totm mar 2022
- rss
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KSP Interstellar Extended Support Thread
Taki117 replied to FreeThinker's topic in KSP1 Mods Discussions
So, I have a question TL;DR: What happened to the old models and is it possible to get them back? Also, is there a calculator to tell you how many/big your radiators need to be for maximum efficiency? I remember this mod from like 0.9 or earlier and I've been using it ever since. Back when I first discovered this mod there was an engine model I really liked that I can't seem to find anymore. Is there a way to include the old models with new configs, or as an option for new engines? I do remember it being the quantum vacuum drive, or the EM drive or something (It didn't require fuel, just electric charge) and while this engine is still in the mod, I don't like the model at all. Here's the engine in question: And the Engine Assembly (3 parts: engine, generator, reactor) [ -
[1.2.2] Contract Pack: Historical Progression (v1.5 - 4/24/2017)
Taki117 replied to pap1723's topic in KSP1 Mod Releases
I am happy to report that this works just fine in version 1.8.1. You will need to delete the MiniAVC stuff if you want to avoid the annoying pop-up, but it can be safely ignored.- 161 replies
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- career
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Taki117 replied to theJesuit's topic in KSP1 Mod Releases
Does Simplex Tech Tree also support KSPIE? I noticed TETRIX does, but it is not listed under the SIMPLEX tree. -
[1.12.x] KEI - Kerbin Environmental Institute
Taki117 replied to linuxgurugamer's topic in KSP1 Mod Releases
I am happy to report this mod works just fine in 1.8.0 -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Taki117 replied to theJesuit's topic in KSP1 Mod Releases
I assume this no longer works with 1.6.x? -
[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
Taki117 replied to Athlonic's topic in KSP1 Mod Releases
I don't know. I'm not far enough along in the tech tree, but as long as it has the Launch Clamp Module it will work, or if you know the name of the part you can copy/paste one of the other ones and change the name as appropriate. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Taki117 replied to stupid_chris's topic in KSP1 Mod Releases
I learned something new today. My statement still stands though, I have yet to come across a popular mod that doesn't use this. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Taki117 replied to stupid_chris's topic in KSP1 Mod Releases
There are very few chutes anymore that aren't using this mod, or because they use the stock chute system, get converted by this mod. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Taki117 replied to theJesuit's topic in KSP1 Mod Releases
It looks like you might have more than one installed. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Taki117 replied to theJesuit's topic in KSP1 Mod Releases
I guess the thing I don't like most is the different sized nodes. Half size is fine, but the decreasing size might get hard to see. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Taki117 replied to theJesuit's topic in KSP1 Mod Releases
I actually like the Engine Nerf, makes designing and building rockets more of a challenge. As far as the Oxidizer/LF levels being adjusted, as long as the same mass results in the same dV I don't see an issue with it, my only concern would be mod parts and how those would interact, so I would probably either make an extras folder and make it an option, or move the resources bit to its own mod. As for the tech tree itself, I'm not sure I like the new direction? I guess I'm not fully understanding what's going on, and if anything the upgrade nodes would make the tech tree more cluttered, even without CTT. I think the upgrades should stay in the next tier nodes, where .8 is in advanced rocketry, and .9 is in heavy rocketry (Or wherever they end up)