quatch
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Everything posted by quatch
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Amazing, I do not know how I will survive without it! (actually, I can't seem to get it running. I've got telemachus up, but yours does not get past connecting. I get this in the log: SyntaxError: JSON.parse: expected property name or '}' at line 1 column 2 of the JSON data (in firefox); and: Uncaught SyntaxError: Unexpected token : (in chrome, pointing to line 215) Can you add this to CKAN (does it count as a mod?)?
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I had to come find the thread again to figure out why all these empty nodes were appearing. Can you make some sort of configuration option?
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
quatch replied to Porkjet's topic in KSP1 Mod Releases
hey, just letting you know, the CKAN entry for this points to the wrong forum thread. -
[0.90] v1.1 Bright Utilitarian Luminescent Beacon (BULB) 8/10/2014
quatch replied to Alshain's topic in KSP1 Mod Releases
Hi, I came here via CKAN. Do you still post the source and licence to your mod? (And description?) It sounds neat, but I don't feel comfortable installing blindly. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
quatch replied to RoverDude's topic in KSP1 Mod Releases
Ok, I've done so, hopefully in the right place and manner, I'm not a frequent github-er. Thanks again for the awesome mods. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
quatch replied to RoverDude's topic in KSP1 Mod Releases
The spherical karborundum tank doesn't list a capacity in it's description text. It appears in the propulsion parts tag rather than utilities unlike the rest of the karborundum tanks (I do prefer them in propulsion, like xenon). I also get the cost to go extremely negative whenever I add one, but I have so many mods installed, it could be anything. Also, all the karborundum tanks are mildly awkward in that you can't right click on them to see what the capacity is. Can that be changed while keeping them un-fillable? -
parts [1.12.x] Asteroid Recycling Technologies
quatch replied to RoverDude's topic in KSP1 Mod Releases
What's the ideal speed to hit an asteroid with the jaw? I seem to be bouncing off more frequently than latching (I never bothered with asteroids prior to your mod, so I'm not terribly familiar with grappling things) Also, Thanks for your mods. I'm usually one of the dozen silent enjoyers. Edit: A reinstall stopped the endless bouncing. Everything is working great. If I could go so far as to suggest something, a large style connector that could be used as a module base that looks more like landing legs. It's kind of impermanent looking with the Jaw and Klaw, and the tank adapter (which is pretty close), doesn't scale all the way up.