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Everything posted by iliketrains0pwned
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I'm having a bit of trouble installing the mod with CKAN. The game runs fine, but the fuel cell wasn't changed to be an FSD. Is there an extra step I missed?
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
iliketrains0pwned replied to Gameslinx's topic in KSP1 Mod Releases
How is it not working? Like is it just not letting you build a base there at all, or is the base/KK's UI glitching out whenever you tried putting something on Verna?- 1,650 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
iliketrains0pwned replied to Gameslinx's topic in KSP1 Mod Releases
Hey @Gameslinx, I have a suggestion for the next update, and I was wondering what you think about it. I remember a while ago, you decided to turn Eeloo into an eyeball earth with a small outpost of kerbals on it as kind of a "last bastion in the Kerbol system". Maybe you could turn it into another konstructs launch site similar to the base on Lua. I'll admit, I haven't had much of a chance to explore the destroyed Kerbol system because of its distance away from everything else. If there's an unlockable base in-system, it could make exploring much easier for anyone that's trying to explore in career mode (plus I keep getting contracts to explore Verna before I even left Rhode's SOI. It might be a good way to turn a glitch into a feature !)- 1,650 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
iliketrains0pwned replied to Gameslinx's topic in KSP1 Mod Releases
I was having a similar issue with this on my game save. Kerbal Alarm clock and a couple of contracts kept referring to "Rhode" as "Kerbin" for some reason. Just remember, Kerbin died a few billion years ago. It's probably just some artifact of the ancient colony ship's software. The kerbals that developed it are long dead, and the methods to fix their code was lost to time with them. Someday the software will finally patch itself to adjust to the new system. Until then, just ignore the bug. It's only the ship longing to go home.- 1,650 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
iliketrains0pwned replied to Gameslinx's topic in KSP1 Mod Releases
Does anyone know if this mod is compatible with the new 1.7 update? Those changes to the maneuver system should make slingshotting around the new system so much fun.- 1,650 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
iliketrains0pwned replied to Gameslinx's topic in KSP1 Mod Releases
This mod is just so beautiful, I love it!!- 1,650 replies
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Is the tether from KIS strong enough to work instead?
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Does this come with the tether they proposed for artificial gravity?
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After you release this mod, do you plan on updating "Before Kerbin" and "After Kerbin" to run on 1.6.1?
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I mean, what's left of it is still there...
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I'm glad that you like the idea!
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Do you have any plans to add in an eyeball Earth planet? It seems like it would be a really awesome challenge to try and land, and it could have some of the best views in the system from the habitable strip.
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This looks awesome!! Just wondering, are you planning on adding black holes, neutron stars, or sigma binary support later on in development?
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
iliketrains0pwned replied to Galileo's topic in KSP1 Mod Releases
In the Ciro config, does anyone know what settings I would have to change it's color to a whitish-blue color (similar to the IRL star Fomalhaut)?- 7,371 replies
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I hope I'm not repeating an earlier post, but is there a stable version for 1.1.3? I lost my 1.1.2 save a few days ago when I got a new PC for college.
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RSS Constellations | Solar System Discussion
iliketrains0pwned replied to Andi K.'s topic in KSP1 Mods Discussions
Do you have plans for WR-104 (a wolf rayet star that is pointed right at us), Gliese 581 (the first system ever discovered to have a rocky planet), or J1407 (a system with a Saturn like planet with rings that are almost 1 AU across)- 67 replies
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[1.11.+] ESLD Jump Beacons Revived (1.4.0)
iliketrains0pwned replied to Booots's topic in KSP1 Mod Development
Thank you so much for continuing the ESLD mod. I've been waiting forever for a stable version to be released, and you have no idea how happy I am that one finally exists. Also, if I was to use it for interstellar jumps (I was thinking about using it Galactic Neighborhood), is it going to require an impossibly high amount of Karborundrum to do? -
Do you have plans on adding in a direct antimatter engine? It could run off of a mixture of matter (LFO, deuterium, argon, etc.) and antimatter to produce very high efficiency or very high impulse thrust. But there is a catch. While the engine is on, it produces a TON of waste heat. The only way you're gonna make it in one piece is if you really love radiators.
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Do you have plans to make Kpol a trinary system like Polaris?
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[WIP][1.3] SolarSailNavigator v1.0.9
iliketrains0pwned replied to mrsolarsail's topic in KSP1 Mod Development
Does this mod work with 1.1? -
[WIP][1.3] PersistentThrust v1.0.9
iliketrains0pwned replied to mrsolarsail's topic in KSP1 Mod Development
Does this mod work with 1.1? -
I got some good news. I just checked the forum page for the Stella expansion, and @_Augustus_ just announced that he's going to bring back both Stella and planetfactory's Serious expansions with full GN compatibility. I can't wait to finally play with that planet pack again
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@Sigma88 No problem, I'm glad that you're thinking about it already. But on the topic of adding stars, I was wondering if you could give me some advice. I was talking with someone that was working on a patch for the ESLD drive mod, and he was thinking about making a part that would conserve fuel for interstellar jumps. However, it's supposed to only work if the jump is between two stars' spheres of influence. Do you know what file or config specifcally defines an object as a star in the game? Here's the mod...