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  1. Like the new galaxy map, makes the star map really pop. And the scrollable paw... many times I needed that in the past, good its getting added now.
  2. In Squads case, it's more like a double edged sword. They can get a lot of help, praise, and suggestions from the community along with all the criticisms and complaints.
  3. Glad I'm typing, because it's going to take awhile for me to put my jaw back into place. I've never cared to replace the stock textures until I saw this. Great job Nertea and team. Downloading now.
  4. shdwlrd

    [1.6.x] Pathfinder - Space Camping & Geoscience

    @capi3101 Nice play using the instructions for the holy hand grenade.
  5. It's about time, thank you @SQUAD
  6. This has happened so many times to me that I don't bother doing more than automated refueling depots anymore. That's the reason I would want an extraplanetary launch site. So when the mods author do change something, the parts can easily be replaced.
  7. Nice layout for the launch site. But it does need some type of large building for rocket storage. I'd buy it if released as an DLC.
  8. shdwlrd

    [1.6.x] Pathfinder - Space Camping & Geoscience

    No problem. Seems like it could be the case. I don't know which module does the training, or what the changes are. I would suggest comparing the .cfg for the versions before and after the change to see what the differences are.
  9. shdwlrd

    [1.6.x] Pathfinder - Space Camping & Geoscience

    LOL. Done that on several occasions. If you are still having problems, check the craft in the save file. Sometimes KSP doesn't apply changes to the modules to craft already existing in the game world.
  10. shdwlrd

    [1.6.x] Pathfinder - Space Camping & Geoscience

    @capi3101Did you tweak the pipeline before or after placing it on Duna?
  11. An user placeable launchpad would be a cool to have in the game. Both Tyko and passinglurker have good valid uses for it. I personally would love to build craft or launch a mission from the Mun, Duna, Laythe without the headache of mods or crafts parked (crashed, moved, disappearing) all over the place. But the thing I like the most about launchpad idea is it's a reason to build and maintain manned ground bases outside of refueling depots and the novelty of doing so. Outside of placing it; to not make cheaty, add few simple rules for missions and crafts. Do you have enough resources (ore and EC?) to build the craft? Is there resources (fuel & EC?) available for it? If manned, are there Kerbals available in physics range for the craft? If unmanned, see the first rule. If all the checks are good, you can start your mission. If any condition can't be met, the mission can't be launched from there. That way even in sandbox you have to build (or cheat into place) some type of infrastructure to use it. If a recovery mechanic is added, then add this rule, is there room for the Kerbal(s) in any of the craft within range? Yes, your fine. No, a free space must be added or recovery isn't possible. That way you either have to expand the base, or create a craft to remove the extra Kerbals. Basically, it's like the KSC, but there are no freebies, you either follow the rules or it doesn't work.
  12. I like the part. A nice simple replacement for a simple part. But something seems off with it, my eyes are drawn to the nozzle and I'm thinking it doesn't look right for some reason. I can't put my finger on it.
  13. It's in the root KerbalSpaceProgram directory. (User/kerbalspaceprogram/) You have to delete it. KSP won't rebuild the file if it exists, even if the file is empty. If that still doesn't work, if using Steam, verify the files or redownload and reinstall. (Don't worry, you won't lose your mods.)
  14. Try deleting the parts database file and restarting KSP. If that works, update module manager and KSP. There's a bug in 1.6.0 that isn't allowing MM to rebuild the parts database file. KSP 1.6.1 and the latest build for MM corrects it.
  15. I'm going to steal this statement. Too perfect for the no win BS in life.