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Mighty1
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Spacecraft Engineer
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Mighty1 replied to RoverDude's topic in KSP1 Mod Releases
I got a problem and couldn't find a solution on the forum. I use the Kiwi tech tree. When I research "storage technology" and unlock "Kontainer" and "Kontainer Tank" from "advanced rocketry" I can build in the VAB/SPH normally. After I exit and go back into the VAB/SPH they are grayed out and I have to buy them again to use them. Has this kind of problem ever been recorded, and is there a known solution? For now, I edited the part file and put the price at 0 but it is tedious to unlock them each and every time I build or edit a vessel. -
Hello, I encountered a strange bug. I installed mechJeb in the middle of a carrier and now KCT doesn't work. I can not set craft to be built (the launch button doesn't work) and previously built craft can not be launched. This happens on every save. After removing MJ everything works just fine. Install was done over CKAN and manually yielding the same results. On a clean install, I get stranger results. Even without MJ I have the same behavior. I'm trying to work out what I am missing but I just can't figure it out. On both installs, dependencies are loaded ( click through, magi core, toolbar controller, and space tux) log from the original game https://drive.google.com/file/d/1oTHJXUPVwEWeV2FIYCKcVM_-j5vPv5U7/view?usp=sharing
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Mighty1 replied to Probus's topic in KSP1 Mod Releases
no, sorry. But i have more than 100 mods so there could be some conflicts. The best way to do it is to install it and look at the tech tree. if something is missing or not connected then it does not work- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Mighty1 replied to Probus's topic in KSP1 Mod Releases
The solution is not that simple as i don't have it installed. Thanks for trying thou.- 1,028 replies
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EET - engineering tech tree. It is compiled for 1.4 but works on 1.5
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Mighty1 replied to Probus's topic in KSP1 Mod Releases
Anyone tried this with 1.5? I have and it works, but "Advanced SRB" node is missing and I cannot research following nodes because of it. Any ideas for a fix?- 1,028 replies
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ha ha ha. Found it. Thank you wikipedia. The name is DARWINIA from 2005
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Hello fellow Kerbals. My Google-fu is weak and I need your help. I am trying to find out the name of a game I played some 15-20 years ago. It was set inside a computer infected by a virus. The virus was represented like a red snake or spider moving on a terrain made out of polygons and you had to kill it using a squad shooting lasers. When you killed it it left peaces called "souls" which you had to collect using a unit that looks like the ship from the movie Tron. Later in the game these souls could be resurrected in small 2d green men. They could go on to fight the infestation of red 2d men. If. Soul was left on the open for to long it would start to float away and it would be lost forever and the green men would fly box kites as a memory of their lost friends. If this rings a bell please tell me the name of this game. I have a case of nostalgia. Thank you.
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SpaceX launches NRO payloads and they are also horizontal.
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How to evolve a organic ship / Thruster.
Mighty1 replied to SpaceMouse's topic in Science & Spaceflight
Solar sail? -
Si, they have recover the fairings. What is the method of recovery. Just fish them out of the ocean or is it spectacular mid air helicopter fishing?
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Wait. I thought that diching propulsive landing ment no super-dracos. Or are they still on for LES and orbital burns?
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How does the F9 second stage reignite? Does it have RCS, ulage or does it have some kind of internal systems for keeping fuel on the pumps?