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Everything posted by Poodmund

  1. Use Simga Loading Screens and block the defaults.
  2. https://github.com/Sigma88/Sigma-LoadingScreens
  3. The latest version of CBK only works in Career mode for me at the moment. YMMV
  4. I'd just like to remind, there are 300+ parts revamped/created in this mod. If the main contributors are saying that there is no further content planned then please be grateful that they've made the effort to revamp/create 300+ parts for the game. These kind of remarks can lead to antipathy for further development.
  5. Please see: https://github.com/PorktoberRevolution/ReStocked/issues/965
  6. I hope the highlighted word is a accurate in most of its entirety. Huge optimisations would be really appreciated by all. It would be great to get this publicised in the future, in some manner, for the mod developers to also get some information on not only the modules but each parameter. The current API falls down somewhat in this regard.
  7. Thanks, Bob, this is one of those things that is likely never accounted for in the stock game. I'll note it down for future reference, cheers for the heads up.
  8. Making a point over a personal issue Vs killing the KSP modding scene, your choice here. I hope you appreciate the community wide effect. If you get fouled during a game, you don't go and puncture the ball. Unity games whose developers claim to support the modding of their game and the modding community utilising Harmony to create mods for the games: 7 Days To Die BattleTech Besiege Cities:Skylines Oxygen Not Included Raft Ravenfield Rimworld Sheltered Stardew Valley Staxel Subnautica Unturned Non-Unity games whose developers claim to support the modding of their game and the modding community utilising Harmony to create mods for the games: Mount & Blade II: Bannerlord You game either claims to support the modding scene or it doesn't.
  9. Regardless, Linux, by not changing out the stock ModuleDockingNode you make it a lot safer and more of a catch all scenario when considering interopability.
  10. Oh no absolutely, I think I express my wholehearted thank you from everyone for making this available. I think the wording of your previous post made it sound as if there was likely never to be another bug-fix patch to the game which had us a little spooked.
  11. Sure but it did also preface that statement with: "Even though we still may release a minor patch here and there when needed..." I guess it depends on how 'game-breaking' this issue is to be judged alongside others like persistent issues with the new alarm clock and ground anchors. I would hope to see a 1.12.3 at some point, not soon... but at some point, to give the game one last pat on the head.
  12. I would not be the correct person to ask about this, however, I would refer to the stock configs and just replace the mu specified with your own mu as exported through Unity... the same as any model for KSP.
  13. Further to the above and in addition: 1.12.2 is out. Some parts have changed. Yes we know. Thank you, kindly.
  14. This didn't use to happen before KSP 1.8.0, it was fine on 1.7.3. I raised an issue about it but it gained no traction: https://bugs.kerbalspaceprogram.com/issues/24943
  15. The ports, specifically, were updated rather quickly by Nertea in our development setting but have not gone through testing or quality assurance to ensure that there are no issues. I put my hand up and apologise for that as I have had a lot of social commitments and unforseen circumstances recently which has taken up my time. I know that Nertea is keen to get the next patch out soon(TM) and this may have to be in an 'untested' state if it wants to go out before the end of the month I'm afraid.
  16. Contrary to the above, we do manually specify the drag cubes in a lot of instances, to those generated by the Vanilla parts, to try and retain performance.
  17. Seems like reputation and ranks got removed from the side profile to the left of our posts...(?)
  18. It's as about important and useful as a unicorn pouring a drink from a chocolate teapot... But thanks for letting me know that you've seen it.
  19. Why? Just let users decide what skybox they would like to use themselves. If you have personal recommendations the best way is just to list them in your OP of your release forum thread. If you bundle other mods unnecessarily it just causes issues for people, for example, if they were already using another skybox that they prefer.
  20. As someone who would have to remedy the Outer Planets Mod distribution in light of this proposed change, I am all for it. CRP definitions should not be tampered with... by definition, that's the whole point. If this separates the 'definition' from the distribution and balance then I see that as a good move.
  21. Shouldn't discussion about the new stock Alarm Clock feature go in their own thread as to not dilute the discussion about this mod, which is clearly different (and the same with TWP)?
  22. I heard on one of the streams that the new docking port alignment feature causes autostruts to stop functioning across docking ports. Can anyone please confirm that this is the case? If so, is this not considered a bit short sighted when considering builds like large orbital stations or interplanetary craft where they are typically long with lots of docking port connections or have complex arrangements? I can see a lot of users loading up their preexisting, large vessels and seeing their craft go all wobbly and krakenstrike into oblivion.
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