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Everything posted by JonBar
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
JonBar replied to Galileo's topic in KSP1 Mod Releases
I am using the High-Res texture pack and am curious if it is affected by the terrain detail slider in the KSP graphics options. My assumption is that option just changes the "bumps" or hills detail from further away, not sure though.- 1,019 replies
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- kopernicus
- svt
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
JonBar replied to Nils277's topic in KSP1 Mod Releases
Awesome, thank you! -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
JonBar replied to Nils277's topic in KSP1 Mod Releases
Not using that one either. The only mods I have that interact with / supported by your mod would be OSE Workshop, Extraplanetary Launchpads, Tweakscale, KAS & KIS. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
JonBar replied to Nils277's topic in KSP1 Mod Releases
I am not. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
JonBar replied to Nils277's topic in KSP1 Mod Releases
I am not sure what is going on but the reactor seems to not use any uranium or produce depleted fuel, otherwise it works. This is after I updated to the latest release. I reinstalled version 1.6.3 and it is working as normal. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
JonBar replied to Nils277's topic in KSP1 Mod Releases
I have a similar issue to TheNosferatu except when I use the K&K launchpad I get a warning it may explode and then it spawns under the surface. -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
JonBar replied to pizzaoverhead's topic in KSP1 Mod Releases
I have been reading of some issues with this mod and the latest KSP version, my question is would it work well enough to at least remove one or two of the hangar/VAB songs? Driving me nuts since I spend most the time designing there.- 779 replies
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Is there a way to expand the DIYkit without it shooting up into the sky? I tried to do a search on that but am not getting the wording right to find a match. It expands fine when just placed on the runway but when delivered it expands then shoots off like a rocket, I've tried different time warp speeds and everything.
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- ship construction
- launchpad
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
JonBar replied to RoverDude's topic in KSP1 Mod Releases
Hi RoverDude, I am curious about your ground tethering module, the USI_InertialDampener. I like this addition as it stops things from rolling around or bouncing upon load or time-warp, so I want to incorporate it into a few other parts via MMcfg. However I do wonder about its affects more specifically. Since it is on the Akita, a ground vehicle by design, would putting this module on the MK2 cockpit have any adverse affects when flying and activating? I am thinking of adding it to a few of Planetary Base System's parts since they are ground construction related, and onto other parts that may at some point have wheels or be settled on the ground. More specifically I noticed that when connecting via ports with KAS to the ground pylon, on low gravity bodies, that the pylon will sort of levitate. Although it is still solid in place it is levitating now, would applying the ground tethering help in such a situation? Thanks for your hard work and awesome mods!- 1,473 replies
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- parts
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I read the post a page back about making materialkits through the ISRU available through the MM config you made, it says @PART[ISRU]:NEEDS[!KolonyTools], so what is kolonytools? I take it this mod has a dependency for that option? I would like to be able to make materialkits without downloading another mod I don't need/want. Or is it that the "!" means exclude, and it won't make a change if that mod is installed? I have yet to get to use the ISRU in this modded save to find out if I can make the material kits. Just looking for some clarification.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
JonBar replied to Nils277's topic in KSP1 Mod Releases
Hello, I am enjoying this mod. I had some issues before (with my own MM cfg) but resolved them because it was a simple space error causing MM load hang ups. Here is the final product for my personalized experience with this mod relating to Extraplanetary Launchpads, as you can see I still have not become acquainted enough with editing modules so I tend to delete them and re add them. If you have advice that is much appreciated. -
[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
JonBar replied to katateochi's topic in KSP1 Mod Releases
I love this mod. I have a thing for being organized and this eases things, just one nit pick for you. Every time I write a description detailing certain aspects of the craft (DV,TWR,etc) I write it in a way that it fits in an easily read manner, but after loading and using the craft (subassembly or otherwise) it jumbles up my perfectly laid out description! Now that drives me nuts, if that's something you could fix I would appreciate it, if not that is also ok too(I'll get over it). Just noticed it does this when I load the subassembly from the stock list and does not happen when loading from the mods list. It's late/early.- 236 replies
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- search & sort
- craft list
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
JonBar replied to pizzaoverhead's topic in KSP1 Mod Releases
.ogg format- 779 replies
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
JonBar replied to pizzaoverhead's topic in KSP1 Mod Releases
Unfortunately it does nothing, at least it didn't crash the game I suppose! (Tried x64 version only) Anyhow, this is a mod I will always keep an eye on.- 779 replies
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
JonBar replied to pizzaoverhead's topic in KSP1 Mod Releases
Has anyone checked to see if this still works with the latest version of KSP? If not then I'll have to try it out and post my findings (I know people are asking if it works, but doubt anyone has tried)- 779 replies
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Do you have a screenshot that makes you laugh every time?
JonBar replied to Randazzo's topic in KSP1 Discussion
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Although not a drone, this design could be converted to be, with a payload of some sort, or not. This SSTO can lift off, achieve stable orbit, dock and land back onto the original body it lifted from. It can do this with all atmospheric bodies with the exception of Eve. Made to transport Kerbals with the intent of low part count and small size.
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Sandbox for sure, career is good for pushing you to design conservatively. The whole science part of the game is no fun at all to me, I honestly expected something else although I wouldn't know how else they could approach it.
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I get that point, it is just that most are listed with the total thrust power being the directional power, not each nozzle but rather the power being pushed out at any one particular direction.
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Seems that listing total power makes more sense, or at the very least a mention of this in the description?
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That is odd, my version of this 'pre-release' has the power at 0.75
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Just thought I would reiterate this as it seems it was overlooked.
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Just wanted to point out the spelling error for the description of the HL cockpit. Fusilage→Fuselage. Not that I myself am picky, just thought you would like the heads up. Also, I never understood why the R12 RCS thruster block is lower in power when the price and size is twice (plus it has more thrust nozzles) that of the other 2 RCS blocks, I personally just change the configuration for that but was wondering why this decision was made.
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[showcase] Post your .24 re-usable designs here!
JonBar replied to LvL's topic in KSP1 The Spacecraft Exchange
Andromeda Shuttle This is the Dragos capsule, designed as an SSTO/lander. May have enough fuel to land after attaining a LKO without refueling, for Duna/Laythe it should definitely have enough fuel for that. Designed to be functional on Kerbin with the intent of it being used on Laythe and Duna, don't think it is strong enough to handle Eve though.