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Everything posted by AlexTheNotSoGreat

  1. Or maybe the mag-boots were magnetized to literally every surface by accident.
  2. [snip] It's almost like some bugs are much harder to fix and/or are more fundamental issues in the game than others.
  3. How low is your ship's TWR? In my case this happened with a TWR of 0.02 but didn't on ships with it being above 0.1 or so. My guess is that it doesn't want to accidentally provide impulse if it measures a low acceleration from something like an RCS attitude adjustment when you enter warp.
  4. 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!
  5. I'm just curious what has happened to Jool...
  6. 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
  7. Have you considered getting RealPlume patches for these engines?
  8. 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
  9. Have you considered RealPlume-Stock support for your mods?
  10. Have you considered RealPlume-Stock patches for the engines?
  11. 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.
  12. Hopefully this DLC becomes public within the next month, I'd like something to go with ONI for my birthday!
  13. 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
  14. 1.2 is out. GET IT UPDATED!!!!!!!!!!!!!!!!!!!!!!! Joking of course, I'm not that impatient, but hopefully you update it soonTM
  15. All asteroids are considered parts to KSP, so adding gravity to asteroids in stock is impossible. However, procedural asteroid "planets" might be possible.
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