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Everything posted by Jimbodiah
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On games relying on mods as heavily as KSP, yes there is such a thing as too many updates, specially if they break most mods each and every time. I run an Ark and Conan clusters, and even though some big updates can be a PITA, the largest part of updates don't break a single thing while coming with several updates in a week.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Jimbodiah replied to Shadowmage's topic in KSP1 Mod Releases
Use 3 or 4, use action groups to increase height -
Guess it's time to switch to another browser then.
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http://jimbodiah.com/ksp/jimbodiah/jpl_signature_3.png "insert image" no longer works, png or jpg doesn't seem to matter.
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I have my own site where i have images, they have worked for years but now they don't show up even though the links work. It's like most extensions are no longer accepted.
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No weak joints like KSP, deal-breaker for me if I need to use KJR again to fix issues with the base game but still have ships exploded for no reason upon loading in. But judging from all the clips they uploaded, they will not be getting any money from me.
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What's up with all the external images no longer being supported?
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I think Mage is busy in real life and/or taking a break. All the updates that squad pushes out does not really add to the motivation of keeping it working and also adding/improving parts. Every single update breaks mods and they pump out another update every month it seems. I finally upgraded my RSS install from 1.3.1 to 1.8.1 only to see they are now at 1.10.1 already with 1.11 in the works: it's just insane and I can imagine modders growing tired of it. The mod has never supported CKAN and I think Mage is against it in the first place.
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isHomeWorld = true Would enabling this on another body (and disabling for Earth) allow you to place KSC at a location there instead of on earth?
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That one fuel tank can be made into any height/diameter you want with a ton of texture options. You only really need that one tank for 90% of the stuff you build.
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Anyone know if it's possible to move KSC to another body in RSS, ie Mars/Moon/Pluto? I found the little green men on mars mod, but that is from a couple of years ago.
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[Most 1.12.x] Near Future Technologies (August 26)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
Great stuff, as ever!!! -
@Teslamax I've not played since trying, no idea why it is not showing up in my game then.
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The proof is in the pudding. This is just PR doing damage control. We'll see if/when the product comes out. With this much turmoil it never ends well for the consumer.
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Remember Todd Howard and Sean Murray?
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Well, they won't get any funding from my end as long as TakeTwo is involved.
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Kerbal Space Program 2 to be released [at unspecified date in 2022]
Jimbodiah replied to UomoCapra's topic in Announcements
In light of the news that just hit, chances of ever seeing a KSP2 have just dropped to zero. https://www.rockpapershotgun.com/2020/06/03/report-kerbal-space-program-2-switched-developers-after-take-two-poached-star-theorys-team/ -
Well, that was the end of any KSP2 release. What a disaster TakeTwo turned out to be. RIP Kerbals.
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[1.9.X] Special Delivery - Stockalike Cygnus [1.1][20/05/2020]
Jimbodiah replied to Beale's topic in KSP1 Mod Releases
This looks really cool! -
2.5x works nicely I think. The stock- and sstu parts are a bit OP for stock kerbin (you can add multiple engines and have really big tanks).
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The weird thing is I have a copy of your MRCS with 3 nearfuture fuel combos, and those show up just fine. There might be a max for fuel types (combos) for the slider, but the volume container list show show the resource. I've done this 100 times but LqdMethane will not take. I will log an issue on github. Might be related to CRP maybe?