kaluce
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About me
Bottle Rocketeer
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Why would it be locked? @Roverdude, are you still working on this mod, or is this one lost due to time constraints? And, in the answer to my own question, it works for the most part. Parachutes seem to need to be tweaked for the new flight model (they seem to do nothing, or very little anyway) and the attachment nodes need work, since they seem to allow only reverse attachment. The rockets need some balancing as well, because they're way overpowered. I tried out the fix @Xephan put in, and it seems to fix the top nodes, but the bottom ones are still a bit odd.
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Move saves out of the KSP directory
kaluce replied to kaluce's topic in KSP1 Suggestions & Development Discussion
Perhaps a config option to select where you'd like to save it then would be ideal since I forgot about people who take the game with them. So, a config option that says the following: #This changes the default save location, leave blank for the pre 1.1 default. Save_dir=c:\users\kaluce\my documents\KSP This shouldn't affect any mods that I'm aware of (none seem to modify the save directory). -
Just a little housekeeping, but I feel like the KSP Saves directory shouldn't be in the application's install directory, and should be profile specific. This wouldn't affect past versions, of course but it would allow new version saves to be based on users (thus allowing families to keep their saves separate) and would also have the benefit of being easier to backup. Currently I have my save directory symlinked to My Documents, but Windows really doesn't recommend doing that.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
kaluce replied to TaranisElsu's topic in KSP1 Mod Releases
In the OP it's listed that he have a .90 beta fix, and it was said that it's more than likely going to be this version that becomes the release. -
I'd like to suggest the compression of mods. In other words, being able to support packing a mod up using either a tool like Starbound's packer tool (which generates a .pak file) which can then be dumped into a general "mods" directory which is then parsed by the game.To go further, maybe have a mod select screen like the TES games which allows you to de/select mods along with a small xml file built in which would tell you what version the mod is, who created it, and a short description of the mod. You don't even really need to compress the file if speed is a concern. This would allow you to have just a singular packed file instead of multiple folders, and allows people to upgrade mods at a glance.