

AlexTheNotSoGreat
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Better than you
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Stran- uh, returing from Tylo.
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My only issue with the new capsule is that it might be too much like its real-world counterpart for the stock game (and is the only issue I have with the MK1-3 pod). Other than that, which is just a minor pet-peeve anyway, I'm really looking forward to new part designs!
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[1.12.2] BARIS - Building A Rocket Isn't Simple
AlexTheNotSoGreat replied to Angel-125's topic in Add-on Releases
Any plans for putting this on CKAN?- 571 replies
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- oops
- part failures
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I'm just curious what has happened to Jool...
- 217 replies
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- gameslinx
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
AlexTheNotSoGreat replied to SuicidalInsanity's topic in Add-on Releases
Oh, had no idea you could do that. Thanks!- 1,470 replies
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- mk2
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
AlexTheNotSoGreat replied to SuicidalInsanity's topic in Add-on Releases
Have you considered getting RealPlume patches for these engines?- 1,470 replies
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[1.22, 1.3] Cavran Planet Pack
AlexTheNotSoGreat replied to UranianBlue's topic in Add-on Development
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- 11 replies
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- alru
- planet mod
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[Most 1.12.x] Near Future Technologies (August 26)
AlexTheNotSoGreat replied to Nertea's topic in Add-on Releases
Have you considered RealPlume-Stock support for your mods? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
AlexTheNotSoGreat replied to SuicidalInsanity's topic in Add-on Releases
Have you considered RealPlume-Stock patches for the engines?- 1,470 replies
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KSP Acquired by Take-Two Interactive
AlexTheNotSoGreat replied to UomoCapra's topic in Announcements
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.- 772 replies
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Hopefully this DLC becomes public within the next month, I'd like something to go with ONI for my birthday!
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- expansion
- kerbal space program
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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