Cheesecake Posted June 4, 2023 Share Posted June 4, 2023 3 hours ago, HideoKuze said: I can't find this mod in CKAN, is this my CKAN setting problem? It`s not on CKAN. You need to install it manually. Quote Link to comment Share on other sites More sharing options...
Fanta_Racer Posted June 8, 2023 Share Posted June 8, 2023 On 6/4/2023 at 10:53 AM, HideoKuze said: I can't find this mod in CKAN, is this my CKAN setting problem? It's not on CKAN, you have to download a zip file from SpaceDock and after you open your "....KSP/GameData" folder, drag every folder from "GameData" folder in zip file there. If you already have mods and there are folders with same names in your "....KSP/GameData" folder, then you can try to swap these folders. If you have AARS mod (Advanced Aerial Refueling Systems, its another mod from @benjee10) you might want to try to drag only "Benjee10_stowaway" folder to your "...KSP/GameData" directory. Be aware that it might not work, and/or mess with already existing mod files, in that case you'll have to reinstall messed up mods, wherever they are from, CKAN or SpaceDock. Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted September 1, 2023 Share Posted September 1, 2023 Hi! well this quite a lovely cockpit for sure, I think I'm going to adopt it for the long term! I have one question: Where does the cabin with the door comes from? Don't think I saw it in NF mods nor in Station parts redux. Last, one remark, personal opinion. The KJ-10 orbital engine looks nice but seems to be poorly balanced regarding stock standards: It's heavier than the Terrier 0.5t/0.8t but is smaller, delivers half its thrust in vacuum 60kN/30kN, has a significant lower ISP 345s/316s although the nozzle is longer, does not produce electricity when working... To its benefit I can only notice 1° more gimbal and far less pack volume 1300L/350L. This later benefit is really expensive regarding the rest. The mass disadvantage is the hardest to swallow Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted September 1, 2023 Share Posted September 1, 2023 7 hours ago, OnlyLightMatters said: Hi! well this quite a lovely cockpit for sure, I think I'm going to adopt it for the long term! I have one question: Where does the cabin with the door comes from? Don't think I saw it in NF mods nor in Station parts redux. Quote Link to comment Share on other sites More sharing options...
Entr8899 Posted September 1, 2023 Share Posted September 1, 2023 7 hours ago, OnlyLightMatters said: Last, one remark, personal opinion. The KJ-10 orbital engine looks nice but seems to be poorly balanced regarding stock standards: It's heavier than the Terrier 0.5t/0.8t but is smaller, delivers half its thrust in vacuum 60kN/30kN, has a significant lower ISP 345s/316s although the nozzle is longer, does not produce electricity when working... To its benefit I can only notice 1° more gimbal and far less pack volume 1300L/350L. This later benefit is really expensive regarding the rest. The mass disadvantage is the hardest to swallow I guess it's based on the real AJ10's performance. Quote Link to comment Share on other sites More sharing options...
Geblag.Xelvari Posted February 23 Share Posted February 23 Images broke. Quote Link to comment Share on other sites More sharing options...
ihavnoideawhatamdoing Posted April 21 Share Posted April 21 So uhm how do i download it Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted April 22 Share Posted April 22 On 4/21/2024 at 4:59 PM, ihavnoideawhatamdoing said: So uhm how do i download it Just like any other mod. In the first post in this thread is a link to the download. In this case spacedock. Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted April 27 Share Posted April 27 Image links expired, pls fix Quote Link to comment Share on other sites More sharing options...
Madeline Posted June 15 Share Posted June 15 this actually looks rather useful with kerbalism for nuclear ships, very cool Quote Link to comment Share on other sites More sharing options...
UncleMateo Posted August 18 Share Posted August 18 Spoiler Hello, I just wanted to stop by and say, man, do I love this mod. I personally thought the movie was kind of a disappointment, but the ships they had and the overall set design was awesome. And so, many thanks to Benjee10 for making this excellent mod and extracting the best part of that movie and kerbalizing it where it can live on and be enjoyed. And, I thought, what better way of giving thanks than to make TURD configs, allowing for this mod's parts to be recolored any which way the user wants? Basically if you haven't heard of TURDs (Textures Unlimited Recolor Depots), it lets you recolor each of those red, blue, and green sections in that top-most picture any color you want, for each part, respectively. This was always a favorite of mine, and it had only five relatively uncomplicated parts so it was ideal for me to make configs for. Just finished this morning. Here's a link to my thread, where the Stowaway / CoriolisSpaceSystems mod was one of the first five mods I created configs for: (Requires TexturesUnlimited, its dependencies, plus this mod and its dependencies) Quote Link to comment Share on other sites More sharing options...
tokamak_tinkerer Posted September 25 Share Posted September 25 There is a strange problem when this mod is used together with connectedlivingspace. Any of the mod's docking ports, despite still having an "open hatch" toggle, are not recognised as passable by connectedlivingspace, meaning you can't transfer kerbals through them. also, even when i enable the option to force parts to be passable in CLS settings, the corresponding toggle never appears on the docking ports Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted September 25 Share Posted September 25 (edited) Use ship manifest to transfer crew. IiRC that works when CivPop setting to 'always allow transfer' I seem to recall experiencing something similar. Edited September 25 by Fizzlebop Smith Quote Link to comment Share on other sites More sharing options...
tokamak_tinkerer Posted September 30 Share Posted September 30 On 9/26/2024 at 12:05 AM, Fizzlebop Smith said: I seem to recall experiencing something similar. and you fixed it with shipmanifest? because even if that solves the transfer option, it still doesn't mark the crew space as available for USI life support (for example), which i'd rather not have to deal with. Also, do you have any idea what could be causing this? Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted October 3 Share Posted October 3 On 9/30/2024 at 12:47 PM, tokamak_tinkerer said: and you fixed it with shipmanifest? because even if that solves the transfer option, it still doesn't mark the crew space as available for USI life support (for example), which i'd rather not have to deal with. Also, do you have any idea what could be causing this? As I mentioned.. I use ship manifest to work around the transfer issues caused by normally incompatible Civ Pop modules. The message I was commenting about, didn't mention USI so perhaps ask this question of the general masses. Docking port shouldn't have anything to do with a crew space being available for life support as thag would be under the configs of the respective command pod / hab module. I use snacks Quote Link to comment Share on other sites More sharing options...
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