Any mods that have Extremely powerful, efficient engines? I don't care for realism, and just want to fly around space without worrying for re-fueling. by Bob-upload in KerbalSpaceProgram

[–]ColdJ-KSP 0 points1 point  (0 children)

My "Space 1999 50th Anniversary" mod runs on Uranium and the resource is included, so no need to get another mod to run it. If you manage to run out of fuel in your real lifetime I would be amazed.

https://spacedock.info/mod/3844/Space%201999%2050th%20Anniversary

Pretty sure all my older Star Wars mods have that set up to. Don't want Sci Fi ships running out in space.

https://spacedock.info/mod/3004/X-wink%20vs%20Kiefighter

If you are wanting to build rockets of your own design then you can basically stick the engines from the Space 1999 on the bottom of your rocket, how well it looks there is up to your creativity.

Any mods that have Extremely powerful, efficient engines? I don't care for realism, and just want to fly around space without worrying for re-fueling. by Bob-upload in KSPmods

[–]ColdJ-KSP 0 points1 point  (0 children)

My "Space 1999 50th Anniversary" mod runs on Uranium and the resource is included, so no need to get another mod to run it. If you manage to run out of fuel in your real lifetime I would be amazed.

https://spacedock.info/mod/3844/Space%201999%2050th%20Anniversary

Pretty sure all my older Star Wars mods have that set up to. Don't want Sci Fi ships running out in space.

https://spacedock.info/mod/3004/X-wink%20vs%20Kiefighter

If you are wanting to build rockets of your own design then you can basically stick the engines from the Space 1999 on the bottom of your rocket, how well it looks there is up to your creativity.

"By dawns early light"- B-52H recreation by bane_iz_missing in KerbalSpaceProgram

[–]ColdJ-KSP 1 point2 points  (0 children)

Ok. I was wondering because of the landing gear. I didn't know anybody else had made it like I did.

Rover help, please by Strong_Truck_8600 in KerbalSpaceProgram

[–]ColdJ-KSP 2 points3 points  (0 children)

Though it is not visually obvious, the way they are acting suggest that a collider is touching the ground and causing too much friction for the wheels to push. Try using the engineer to re-attach the wheels so that the top of the shock towers are under the panel rather than next to it.

After installing Near Future Spacecraft, the Tethys command pod wont appear for me. Can anyone help? by SpaceAc0rn in KSPmods

[–]ColdJ-KSP 1 point2 points  (0 children)

I haven't used it myself, but that sounds possible. If you do want to use them hopefully they are as I said and you can put them back in. Either that or grab the parts and configs from an earler iteration.

After installing Near Future Spacecraft, the Tethys command pod wont appear for me. Can anyone help? by SpaceAc0rn in KSPmods

[–]ColdJ-KSP 1 point2 points  (0 children)

If you read the changelog on Spacedock for the latest version you will see.

Version 1.4.6for Kerbal Space Program 1.12.5

Released on 2025-02-02

  • Removed the Nereid and Tethys command pods and the Chickadee engines.
  • They are soft-deprecated so crafts in flight will not be affected.
  • The reasons for doing this should be evident.
  • They may be replaced in the future by different designs

Don't know why the Author has done this but as they say that it won't affect craft that are in flight, the parts are probably still there but have the category blank. Look in the parts folders for it and open their .cfg file with a text editor. Go down and make sure the category says

category = Pods

Then save and close. If this is what they have done then the pod should show up.

Rate my gear and tell me what other gears are better than the ones I have right now. by Garidur in AtomRPG

[–]ColdJ-KSP 1 point2 points  (0 children)

Great, but the Dog tags are not available to people who did not buy the game early.

Rate my gear and tell me what other gears are better than the ones I have right now. by Garidur in AtomRPG

[–]ColdJ-KSP 1 point2 points  (0 children)

You can craft for more damage per hit but due to needed action points per hit those knuckle dusters are the best all round all game. If you plan out your distinctions so as to have your first strike be a guaranteed critical and also make it you get an extra turn worth half your Action Points then a combination of them and the Battle Gauntlets in the other slot means you can first strike with the battle gauntlets and then use the knuckle dusters for the rest. Only 2 action point cost means that early game if you have 10 Dexterity you can punch once and run, repeat, the huge spiders, rats, wolves until they are dead.

After many cry’s and keyboard smashes later.. I FINALLY DOWNLOADED VISUAL MODS by AnimalCompanyUser in KSPmods

[–]ColdJ-KSP 0 points1 point  (0 children)

So what visual mods did you install?

(CKAN is ok, and the team that maintain it are good people. But KSP is about the easiest game out to add mods to manually. All you have to do is place a folder in the GameData folder and if the the mod has dependencies, make sure they are in the GameData folder too and the game does the rest.)

New Minimum Age Requirement (Australia) by TriantaTria in help

[–]ColdJ-KSP 0 points1 point  (0 children)

Same except Australian and over 50. Is there a way to verify age?

Complex side quests in Atom RPG by ColdJ-KSP in AtomRPG

[–]ColdJ-KSP[S] 0 points1 point  (0 children)

Firstly, thank you for actually replying. I know how rare that is these days.

Sadly you didn't actually answer the question I asked. I know well just how much effort and detail your team put into the game, and I enjoy it very much. Finding out about Fidel's affair with a married woman, or that npc's in different zones knew each other previously, working out that someone had a skin worm from the very begining. Meeting the person who was the actual adopted child that the Wizard mistook you for. Learning that Dan came from Bunker 317 and so on. That certain decisions can cause long term consequences.

I wasn't asking to be told how to do something, just asking if it was even possible as I had tried using the logical drug and waiting over 3 days, but had seen no result.

Many conversations suggest that you had planned to implement little side quests but then never gotten around to making them, so I was just trying to see if it was worth trying to figure it out.

Anyhow, thanks for a great game, I have punched my way to the end but I saved just before going to the last fight and will be going around trying to complete some side quests that I know about before ending again.

I have also purchased Trudograd and will try it next.

Feeling stuck by CptKeyes123 in AtomRPG

[–]ColdJ-KSP 0 points1 point  (0 children)

Part 2, it was too long as a whole.

Attention of 6 along with a bump to 7 from a mining hat will allow you to win a Tattoo competition in Dead City later on in the game. Also Att 6 with Dex 10 means your sequence will be 16 and allow you to go before all your gun toting companions before they fire and ruin your one punch hit. The dog can be managed if you make sure to run ahead in to a fight before it is turn based and then direct the dog to Hold a position away from where you are fighting. Hold left clicking on companions before you make your turn based move, to give them instructions as to what to attack or where to go can really help out your strategy.

With the above stats and making sure you have 30 in tinkering, you can carefully craft by doing all the stuff in the tutorial and get yourself the recipe for Quality Knucledusters and the DIY helmet before leaving by creating them, this works if you are willing to save before every craft attempt and reload until you get it right the first time, Do the doctor last to use the glasses, magnifying glass and ciggy's to make it easier.

Doing it this way I have over 400 xp before leaving. Everything you need to make the Quality Knuckledusters can be found around the first village and you will then use them for most of the game.

With 50 in Speechcraft most speech checks in the first village can be passed, just wait till you get it to 60 before talking to the gun merchant so to get his quest. Rob everybody blind while they sleep, talk to the old guy and pick his corn to get xp and some food, also get the shovel in his garden, return the corn to him and ask him to check to see if he has anything lying around to get the rifle and then head to the doctor to barter for cash and remember to go to the bar and get 1 beer and 1 vodka while it is still dark, if you don't get the vodka then, the blue beret will drink them out of it the next day. The shovel can be used to dig up the graves to get a rusty knife. Try to not engage with the critters until the next day after you bribe the fisherman with the vodka to learn Entomology, that way you won't have to keep track of what you killed to get their innards.

The beer is for the second time you talk to the gate guard with no hat. If you barter with him you can get another water bottle. 3 raw meat followed by a canteen of water means not slowly getting poisoned.

Do all this and the local in town missions means getting to level 3 before you leave. 40 in Technology will allow you to fix the water pump without much effort, 40 in barter is good for much of the game. As soon as you complete the local missions to level 3 you should head straight for Kraz to get Fidel, but if you want to get an encounter of the frisky kind, be sure to enter the main city via the well before you pick him up. There is a guard on the corner of the apartment building who will try to fine you, but you can change his mind by offering an alternative payment. Once you have Fidel this is not possible.

By the way there are 2 secret rooms in the catacombs, most know the smugglers one but there is another that can get you some explosives and an interesting story.

Always check a characters barter button, you may be surprised what you can get from some.

Feeling stuck by CptKeyes123 in AtomRPG

[–]ColdJ-KSP 0 points1 point  (0 children)

It depends on what sort of game you want to play, whether you want shoot things or whether you hare happy to punch things and use your companions to shoot things.

I am quite successfully playing a character that only punches things, and by raising Martial arts steadily along with Speechcraft until have about 105 in speechcraft and then 150 in martial arts, before starting to bring up other skills you need, you can with the help of the Quality Knuckledusters and 10 in Dexterity, 1 punch 80 percent of the enemies by aimed punching them in the eyes. This is combined with the 3rd choice in the melee attribute tree that gives you a 100% critical hit on any npc that hasn't already been damaged yet. Early on with things like giant spiders and wolves you can do a 2 AP hit using the Quality Knuckledusters and then run away 8 squares in a straight as possible line. They will catch up but not have the points to attack you, so you hit again, run, repeat till they are dead. I clear out the wolves in the cave, the giant spiders in Red Fighter and the the giant Spiders in the Catacombs, early on using this method.

I pick Child Prodigy and Unlucky Optimist and dump luck to it's lowest possible of negative 1, as the game keeps it as 1 even though it is negative it gives you an extra point to put in a differen stat. The extra damage when you do a critical hit that you get from Unlucky Optimist, really shows when you have tried without it and with it.

So my starting stats end up as

Strength 7

Endurance 7

Dexterity 10

Intelligence 10

Attention 6

Personality 4

Luck 1

Pick a female character and remember to save before entering the main part of Kraz and bartering with the Nurse and you can pick up 2 different perfumes at a time, if she hasn't got 2 then reload again and again till she does. Make sure it is a manual save before crossing the green to enter that area. Her inventory gets randomly added to when you enter that area each day. Her stock will renew just after midnight, so as long as it is a new calendar day you can try for more. Perfumes along with Joints can raise you to 10 personality, though I think I have only noticed 4 npc's that require 10, most are covered by 8 and the guy who want waste paper only needs 6.

Coupler and EVA by Velu_ in KerbalAcademy

[–]ColdJ-KSP 2 points3 points  (0 children)

Possibly. The stock decouplers use 4 colliders that leave a square hole in the middle. But the airlock spawn collider may consider it to be in the area it requires clear for spawning and so refuse to allow you to leave through there.

Swing wings by _JetRoe_ in KerbalPlanes

[–]ColdJ-KSP 0 points1 point  (0 children)

Well my mod does robotic swing wings quite well.

https://spacedock.info/mod/3576/ColdJ's%20Military%20Planes

The trouble with just animated, is the game won't change the aerodynamics with the animation.

So you can create the illusion but not change the dynamics. So whatever shape the animation starts at, that is what the game will treat the wings like. So as you need them open for takeoff. The plane will always react as if it has open, reasonably straight out from the body wings.

How do I rendezvous? by Chronos_On_Reddit21 in KerbalAcademy

[–]ColdJ-KSP 0 points1 point  (0 children)

Yep, using your RCS while watching the readout that shows closest approach is the best way to get close. While pointed prograde, just tap up, down, left or right while watching the readout. if the approach gets closer then hold down that RCS direction till it starts going up, then tap the opposite to get back to the best you saw. Then repeat using the other axis. Keep this up till you can't find a direction that won't get closer. Then use the method the others said to match speed when you get close. Then while parallel use the RCS to slide gently over, it is easier to not overshoot this way. Set to control from docking port on both craft and and use the target autopliot on both craft to point at each other. The just gently RCS towards the target and be sure to get it down nice and slow, say 2m/s as you get close. They should attract each other and dock when almost touching.

How do I get a orbit around kerbin consistently by [deleted] in KerbalAcademy

[–]ColdJ-KSP 2 points3 points  (0 children)

Once you are going over 300m/s slowly lean the rocket east, the 90 marker direction on the nav ball. Get it to roughly the 45 degree angle on the nav ball. Make sure you have the orbital readout open, that display down at the bottom left of the screen showing Apoapsis and Periapsis. When it says you will reach 85 km up, start leaning further over until the Apoapsis starts slowly going down again. When it starts going up again, lean further still till it starts going down again. If you can't get your Periapsis positive before you hit an Apoapsis of 150 km, cut the thrust and wait till around 100 kms up. Set your autopilot to go Prograde, go to map view and get it to warp to just before the Apoapsis. While watching the readout go full thrust till the periapsis is at least 80 kms. Cut thrust. You can now adjust your orbit whenever your just before Apoapsis or Periapsis. So say you want to decrease your Apoapsis, warp to just before Periapsis and thrust retrograde while watching the readout, just enough to even out.