• Content count

  • Joined

  • Last visited

Community Reputation

33 Excellent

1 Follower

About AlexTheNotSoGreat

  • Rank
    Better than you

Profile Information

  • Location Stran- uh, returing from Tylo.
  1. [1.3.1] BARIS - Building A Rocket Isn't Simple

    Any plans for putting this on CKAN?
  2. [1.3.1] After Kerbin Planet Mod - 4 Billion years from now

    I'm just curious what has happened to Jool...
  3. The sunflare's not working properly in 1.3.1, its the thing where both the stock and scatterer sunflares are overlapping. I assume this'll be fixed soon
  4. [1.3.1] Mk2 Expansion v1.8.06 [update 1/20/2018]

    Oh, had no idea you could do that. Thanks!
  5. [1.3.1] Mk2 Expansion v1.8.06 [update 1/20/2018]

    Have you considered getting RealPlume patches for these engines?
  6. [1.22, 1.3] Cavran Planet Pack

    I'm curious if there could be a toggleable config file that could make this into a GP2 instead of replacing Duna, that would be nice. So far, this is actually looking real nice
  7. [1.3.1] Near Future Technologies (bugfix updates Nov 28)

    Have you considered RealPlume-Stock support for your mods?
  8. [1.3.1] Mk2 Expansion v1.8.06 [update 1/20/2018]

    Have you considered RealPlume-Stock patches for the engines?
  9. Is there a 1.2.2 compatible version of this?
  10. KSP Acquired by Take-Two Interactive

    The worst I can imagine with the "DLC v. Modding competition" is a situation like that of Cities: Skylines. And with them, there was a healthy mix of good DLCs (After Dark, Natural disasters, mass transit), traces of their content entering the main game, and a noteworthy modding community (Maps/building assets comparable to planet/part mods). With KSP, I imagine big mods (on the scale of USI Kolonization, To Boldly Go, or KSP Interstellar) being able to become DLC. However, with more time and skill available to T2 than the mod devs (not to insult Roverdude or anyone), plus access to the full KSP code, any DLC could easily provide much more than even those mods mentioned, including proper integration of certain plugins and continued support (no need to update ModuleManager or Kpernicus with every update, or worry about the mod being discontinued). The community would still have the ability to produce mods such as individual planet/part/visual packs, but the big ones could be done as the new DLCs that add perhaps much more than any one modder could accomplish. If anything, don't try and panic about potential C&D letters to a modding community much bigger than even GTA, or a modding system already hardened into the game code getting removed.
  11. KSP Making History

    Hopefully this DLC becomes public within the next month, I'd like something to go with ONI for my birthday!
  12. [1.3.0] Kerbalism v1.2.9

    If you have the time, could you make a standalone mod that adjusts science values to what you've done? That is, all experiments are either full transmission value or none at all. I would like that
  13. [WIP] [1.1.3] Realistic Kerbol System

    Any updates on this mod?