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DuoDex

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Everything posted by DuoDex

  1. I think we can all agree that having a major games company overseeing development can't really hurt. One might even say that it's about time for some adult supervision
  2. Please direct further discussion of this to the official thread.
  3. updated OP, please ping me on irc if you want a new OP for you to maintain or if you update again
  4. I have updated the OP to reflect recent changes. Olympic1 should now be considered a co-equal maintainer of this mod.
  5. Do not currently have access to a PC with KSP on it but I'm sure it will work just fine. Thanks! Just throw me a PR and I'll merge it.
  6. i clicked the thread oh no
  7. Parts are parts, I think the number of people who use only rocket parts only for rockets and vice versa is very small, so a more universal/uniform design still makes sense
  8. I am not a modeler, but some of the design decisions seem a bit dodgy to me when compared to the current models we've got already. I would've leaned towards a more curvy design on the new tanks to match with the spaceplane parts we've got - instead it seems we're getting yet another style of part that doesn't mesh well with any of the previous styles. Now obviously @RoverDude can't emulate Porkjet's work completely as there's differences in experience, design philosophy, etc, but I was hoping for a more fluid and less angular design. That would make it more fun to combine different sizes and get a nice effect.
  9. I am not sure exactly what the problem is in the above image. Can you be more specific? Edit: If I am interpreting that correctly, the extra-long tag looks to a IPS bug, which we can't do anything about. Not sure what the deal with the picture problem is as everything looks good to me.
  10. Thread has been stickied and moved into the 1.2.9 subforum.
  11. No, but it is currently broken. Maybe functionality it needs will be fixed in 1.3
  12. Probably, haven't tested it myself but I have seen several mods with 2 PREFAB_PARTICLE in the same effect.
  13. Having two smokepoints with the same name could definitely be the cause of some of this weirdness.
  14. I went on your Github and it looks like you did almost the exact same thing I did; did you have absolutely nothing show or it only show from one smokepoint? You can add multiple smokepoints (I've seen them named "smokepoint1, smokepoint2", etc) and have the same FX coming from it. If there's anything I can do to help don't hesitate to ping me.
  15. I went on your Github and it looks like you did almost the exact same thing I did; did you have absolutely nothing show or it only show from one smokepoint? You can add multiple smokepoints (I've seen them named "smokepoint1, smokepoint2", etc) and have the same FX coming from it.
  16. Yep. I didn't bother with the colors and all that, it just goes on and off. Yours might not be functional in-game, though, and I don't like messing with something that works (especially as load times right now are on the long side, I haven't set up a full testbed install). If you want to prettyify my PR feel free but I don't want to mess with it any further.
  17. @Papa_Joe and @gomker, I've made a PR that (more or less) fixes compatibility with the most recent version of RPM and ASET. For anyone else who wants to try it, all you have to do is FULLY DELETE your current ASET and BDMk22 folders, reinstall, then change what I've changed in my PR. This might be of help to you, @SufficientAnonymity.
  18. Yes, but this one is mine. There is no HUD switch.
  19. @V8jester Yes I know, but other people's cockpits still look very different. Can you circle where on my cockpit I should click to get the HUD? I'm having trouble finding it.
  20. No. I looked at ksp.log and output_log.txt, I think it's an error caused by the landing system.
  21. Thought you'd prefer the output_log.txt I linked earlier, but I've got ksp.log too if you want.
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