![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
theend3r
Members-
Posts
803 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by theend3r
-
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
theend3r replied to ferram4's topic in KSP1 Mod Releases
This is getting on my nerves. I've just spent half an hour removing the verification. Well, at least I've learned someting new but giving us a choice would be the better solution. Ok, fair enough. Thanks for your work.- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
A complex power generation and transmission system is already incorporated in KSPI and it works quite well. Stock game has nothing that would benefit from it though, so it doesn't make sense right now.
-
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
theend3r replied to r4m0n's topic in KSP1 Mod Releases
Since TreeLoader worked in 0.24.2. but doesn't in 0.25 a version for 0.24.2. probably wouldn't work either. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
theend3r replied to r4m0n's topic in KSP1 Mod Releases
Seems like it doesn't work for KSPI (which is heavily dependent on TreeLoader) in 0.25. The tree is still stock no matter what I do including copying the tree.cfg from WarpPlugin -
Probably the same things I've been doing with them until now - hide batteries, SAS' and carry small probes (I always need a ton of SCANSATs everywhere and carrying them into orbit is one of the few things SSTOs are useful for).
-
I've done pretty much everything there is to do both in vanilla and heavily modded KSP. Too lazy to count though. Voted 8-10.
-
Over 10M Funds currently, most exploration missions done (except Moho, Dres and Eeloo) in 2 days. It won't be that difficult to overflow the counter if you play one save for a longer time. The monoprop engines helps immensely - the smallest probe core, some instruments, the largest monoprop tank and four of these engines and you have 4k dV and well over 1 TWR
-
The Official Kerbin Cup Tournament Thread - Final Entries Posted
theend3r replied to Rowsdower's topic in KSP1 Discussion
I got two infractions for posting reaction images. You must have some connections -
Happened to me too, my craft got obliterated because of that (thankfully I'm a F5/F9 spammer). Really irritating especially since my spaceplanes are quite complicated and need to be launched with 0% throttle
-
Thanks for this great update, Squad! I finally don't feel so bad using OP mod parts as I just make them incredibly expensive. The only shame is the lack of variety in contracts, though that will obviously be amended either by modders or by future updates. Things like land a science lab on Eeloo or send a probe out of Kerbol system would be great additions.
-
Speaking about easter eggs I hope more are added in the future, like cave systems or things like the Vallhenge, it makes exploration more interesting. It's a shame Nova didn't finish his easter egg story.
-
Indeed they do. You just need to "explore" it, go to mission control, get the flag contract, swith back to your landed vessel and complete it.
-
I play with KSPI and I modded the part costs to balance their OPness, e.g. an antimatter reactor costs 1 500 000 funds. I can't afford to build even one of my old ships with 3.4 million :/
-
A Mathematician, a Biologist and a Physicist are sitting in a street cafe watching people going in and coming out of the house on the other side of the street. First they see two people going into the house. Time passes. After a while they notice three persons coming out of the house. The Physicist: "The measurement wasn't accurate.". The Biologist: "They have reproduced". The Mathematician: "If now exactly one person enters the house then it will be empty again."
-
My save got eaten too I got a null ref error and Jeb got stuck in a T pose just as I saved on the verge of mohole. Now every time I load he falls down and dies and even if I hack gravity he cannot be "woken up". It was hilarious watching him tumble down increasing his rpm every time he bounces off the wall though. He got to incredible speeds at the end.
-
My biggest disaster happened recently, a few weeks ago. I built a great shuttle to take most of my kerbals from various space stations home at once. The spaceplane flew very well, had tons of dv and a very rigid structure, what could go wrong? So after collecting 7 kerbals from various locations (8 seats including 1 pilot) I came back to Kerbin and found out that I built a lawn dart that can take off just fine but cannot land. All of them died. Horribly.
-
Since 0.24 is finally going to be 64 bit my rules are: 1) Use all the mods! 2) No kerbal left behind 3) Never delete any debris 4) Have fun
-
It's due to the quantum struts. You don't even need them unless you're trying to build a 10 kiloton station with so many parts no that no PC will be able to handle it anyway. Quantum struts are good for motherships, for things that move and need that stability. Try it without them and it should be okay.
-
My own space station? I doubt any lottery would be sufficient for that though.
-
This led to a split in the space-time continuum. John now finds himslef in a world ruled by quails. Sitting on the launch pad, watching the count down tick away, a quail begins to ponder the mysteries of the universe but is but off by routine radio traffic.