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FunnyBunny14

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Everything posted by FunnyBunny14

  1. I thought I'd just update the textures to the .dds format myself, and upload them here. There is an issue with some engines though, the game got stuck when loading a cfg that belonged to them. It most likely has something to do with the textures, problem is, I don't always know which textures. There might also be another way to fix it besides not converting the textures, and it just seemed like the best idea to hand it 'as is' to you so you could hopefully fix it yourself. Memory usage is low: with only this mod installed just over 2 GB in the VAB with full settings, and with the half-res setting enabled at about 1,6 GB, so yeah... best change ever Oh, almost forgot the link to the dropbox file: https://www.dropbox.com/s/08ps5n4axoyvh1f/KSPI%20Extended%20in%20DDS.zip?dl=0 Edit: Ok, so the loading problems can be fixed by not converting the textures that belong to those parts. So I managed to fix all but the aluminum hypbrid engine, since that one is just a .cfg file and I have no clue what textures it uses.
  2. Will you be making an update or a patch to convert the textures to the dds format?
  3. Yeah, I have those too...On another note, it would seem that the grass around KSC gets messed up after using the temp gauges.
  4. Hello, I have recently started using your mod. It's great, but I have found a bug though: the orbit never is perfect. If I type in 80000 for instance, the periapsis and apoapsis are both a bit off the 80000, but they average exactly 80000. I am using the latest release version and KSP 1.0.2 .
  5. Ehh, where did the drag values go? Also, where can I find a changelog for the hotfix?
  6. I would at least like a discount on the Edu version for the people that already bought the normal version of KSP.
  7. I decided to just post a reply to express how much I like the new missions for 0.90. With the new 2.5+ m cargo bays I am just going to be putting some rovers in a plane and drop them out of it. Should be a lot of fun (it will be a drone of course, because who would put a kerbal in a plane of which the flight can't be reverted all the time?). The experiments are a nice touch. At least now they have a use in the contracts. I also saw that the asteroid de-orgit away from the sun missions got a lot more rewarding. I'm assuming you realised that the current funds isn't enough for a rocket to do that? Will the ground missions also be further away from the space center on Kerbin actually? I've only had one rover mission so far before my game crashed, so I just want to know. Last question. Will we still have waypoints for orbits and the base mission? So space station around or on X planet, space station in asteroid? Ok, that was the second to last question. The very last: are there going to be missions to have a base in a specific area of a planet/on a specific orbit?
  8. Chatter! Oh, I just can't play the game without that installed. Well, that and final frontier, trajectories, CUSTOM ASTEROIDS (that seriously is a cool mod), CONTRACTS WINDOW PLUS (come one squad, you really couldn't make a better contracts window?!), precisenode and transfer window planner (for easier interplanetary trips), [X] science (because I at least can figure out what I need to do then), and some sound enhancement mods (the wheels and rcs sound a lot better thanks to them). And fine print of course, but I won't be needed it once 0.90 gets released.And of course the lovely texture packs, but I will have to wait for unity to really work with 64 bit for them. So yeah, squad has got a few things to do to the UI and the asteroids, they might want to think about adding something similar to final frontier, precisenode, trajectories and transfer window planner, and they might want to consider improving the sound for RCS, wheels and just the general silence (so something like chatterer, really great mod BTW). Edit: But I am really looking forward to seeing clouds and a better aerodynamic model (so nosecones will finally have a use!) Edit 2: How on earth could I have forgotten about alarms?! We really need alarms! They are the only thing standing between me and kerbals time warping through kerbin on a reentry!
  9. This update is going to make me use 1 less mod: fine print. It is coming to the game! Yes, I boarded the hype train too. Apparently we're going to get massive cargo bays and a huge landing gear. This is going to make career mode so much more enjoyable, thank you! I recently discovered how much fun contracts are, and how much fun fine print is. I have one question though. Will we be getting something like the mod final frontier? To give Kerbals medals/awards for extraordinary tasks?
  10. So,myes,mIneeally like the mk3 parts, but the current landing is just big enough for mk2, and I have the feeling that mk3 will make them look like toothpicks. Also, we really,mreally, really are going to need bigger, fatter, bulkier, larger wings now for the mk3 parts. I really hope those parts are already in the works, but if not, well, now you have an idea on what to do next.
  11. There is a terminate button in the tracking station. I just use that to destroy my satellites (they only cost about 5000 funds).As for station missions, SSTO is the way to go! I literally fly an entire station to orbit and back. And it has wings!
  12. Then there probably is something you're missing. Check the mission again, and if you haven't missed anything, maybe you could post a screenshot?
  13. Use some fuel lines to connect all the fuel tanks in a closed circle. That should make them all drain evenly. Just remember to always have your fuel supplies distributed evenly across the empty centre of mass. You really don't want it to have shifted when you re-wnter the armosphere.
  14. I... I... Need this! I've literally only been using planes lately, and I had to assign action groops to shut down engines as they started to flame out. And you're telling me that because of this mod I no longer actually have to? Long live (looks up name) LordFjord!
  15. Well, they are working on making the mod stock, and with all the new biomes who knows what will happen. I personally feel that biome specific contracts aren't any fun, especially since we can't actually see where the biomes are. I'm fine with the current rover and plane missions. They are challenging enough (and extremely fun!).
  16. Wait... I thought that it had to be a new station built (so launched) after a contract?
  17. Thanks! It works just fine. I really love this mod. I even went as far as making an SSTO station. It was an insane build, and I don't think I built it properly, but I kiled Jeb in another plane before I could find out (whenever I kill Jeb I restart). It should get a lot easier with the mk3 parts though, so I'll try again then.After actually having jsed the mod, I must say that instead of thinking "Oh, this will be cool" I think" Oh, this is going to be amaaaaazing!"! I really like the fly over waypoints ar certain heights missions, they show me parts of Kerbin I normally never go. This mod in general teaches me to invent the most bizarre planes and rockets (an SSTO station with wings!). I really can't wait for the next KSP update!
  18. Unity 5! If the 64-bit support actually works, I can totally max out all my mods!
  19. Hello! I've been using this mod, but for some reason I don't seem to be able to complete the "neutralise controls" objective for a satellite mission. Could someone please help?
  20. Right click on a fuel tank (or use Alt and right click) and then use Alt and right click on another fuel tank (but no more than 2 tanks selected or else it can't be done). Once you've done that you'll see two buttons. In, and out. I'm fairly certain those functions speak for themselves. As long as you then have fuel left in your craft, you can pump fuel (and oxidizer) into the payload.
  21. Probably because you are playing career and you added a part that you got for a part testing mission. Once you complete the mission, any craft with parts that you don't have anymore will have that message. Just take that part off of the sub-assembly, or research the part.
  22. There is this little thing called sub-assemblies. Put a whole rocket part in there, and use it later without overwriting your current ship!
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