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ThatOneBritishGuy...

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Everything posted by ThatOneBritishGuy...

  1. Is there confirmation that this works with 1.0.4?
  2. I'll have to echo the previous poster. Any work done on this recently?
  3. Honestly, I'm not sure whether this is good news or bad news. On the positive, it means Squad is at work on the buoyancy code, and mentioned submarines, which might just result in the fixing of the terrain mesh bug (which has been bothering me a lot as you can probably tell) and any other potentially difficult to resolve issues regarding aquatics, as well as the bug spam. The negative is that of course this will mess with the way the mod works, which could result in backwards incompatibility issues, etc. Double edged sword indeed.
  4. That's a shame. Either way, I might look into this and see if I can come up with anything myself. If I do, you'll be the first to know .
  5. Speaking of requests, do you actually have any plans to deal with the 1000m restrictions in the future aside from the configurable 'safe depth' at that depth. It feels so un-KSP to be restricted to the upper kilometer of water, even if it's a technical problem. In other words, I'm not sure if it's even possible to do anything about the depth issue, but considering what KSP modding has been able to accomplish so far I say it wouldn't hurt to look into a way around the currently existing issues.
  6. Any chance of this getting a patch to be compatible with real-plume (as in the plugin, I like this mod's effects more).
  7. I just realized I never actually released the configs for Kampus compatibility with KSC++. Let me get on that XD I'll edit this comment with the download. EDIT: Here's the download for the the Kampus Compatibility Patch And here's the download for the KSC++ Compatibility Patch In the future I'll try to get both into the same download, and use a MM file instead. In the meantime, just install these over the top. The first overrides Kampus configs, and the second overrides Lack's KSC++ configs for even better compatibility. And I guess no pics no clicks so here's some:
  8. Are there any plans to add Uncharted Lands to this?
  9. Oh, and I noticed you ignored my post about using depth masks to try to remedy the issue with going under 1000 meters. I assume this means you don't have any plans to try and find a workaround? I'm just looking for a bit of confirmation here
  10. Woah! This is on par with RLA Stockalike! This deserves more attention. Looking forward to seeing where it goes in the future.
  11. Heh.... You might want to talk to Silverfox. He's been working on Wind for KSP for quite some time now. I'm sure an exchange of ideas would be beneficial for both parties here. http://forum.kerbalspaceprogram.com/threads/96031-0-90-Kerbal-Weather-Systems%21-Alpha-0-5-3-WIP%21-%28Jan-2%29/page39 I was also thinking about the issue with going below 1k meters here. I have a feeling that could be worked around using the same method Pizzaoverhead used in FreeIVA to make other pod IVA's visible (some depth mask trickery). It's all Greek to me, I'm no coder but it never hurts to put some ideas on the table.
  12. Talked to Peppie about Remote Tech integration. I think you guys might want to exchange some PM's on this topic. Hi ThatOneBritishGuy, no it's not possible to enable/disable mission control antennas on demand with our current version, sorry, and i'm not sure if you could add or remove ground stations from our list via a reflection. So, for a feature like that both mods (RemoteTech and Kerbal Konstructs) had to implement this.
  13. I literally can't agree with you more. Regarding the endless requests, of course, we'd all love as many craft in this pack as possible, with as much quality as possible, but Beale (although it might not seem like it at times) is in fact only human. That being said, I'd personally love to see an X-15 in the pack, although perhaps it is a couple years out of the pre-Sputnik era.
  14. Hey Peppie. I've got a bit of a question here regarding Ground Stations (such as KSC ZI's in the default config). See, Kerbal Konstructs adds the ability to unlock launch centers in career mode, and we over on the a Kerbinside thread were discussing if it was possible to only enable these tracking stations (that would be placed at certain launch sites) when they were unlocked. Now, I'm not asking you to write a plugin here, but is it possible withy he current version of Remote Tech to enable/disable Ground Stations on demand? Thanks in advance for any answer.
  15. Looks great. With any luck this'll be compatible with KSC++ by the end of the week. I'll also talk to peppie about allowing Remote Tech tracking stations to be enabled/disabled on demand.
  16. THIS. We've needed Space Center kerbals walking around for a long time, and we already have a Kerbal animation creator... Oh the possibilities...
  17. I'm just sitting here booting up KSP so I can test these
  18. That looks amazing. If possible, I'd also suggest looking into disabling splash effects for hull pieces with the module. I think it'd do wonders to improve quality of life for us sailers.
  19. That's....... Actually not a bad idea... I think I might do that.
  20. Is there any chance of releasing a KSC++ compatible KSC expansion? It really pains me because I love both mods and I can't do with only one.
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