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VShadow

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  1. ah right was going through Ckan and that is what there was on there will do it manually then
  2. Hi sorry if this has been stated already but what is the difference between the "realistic scale" and "stock configuration" mod versions?
  3. Think I found it. it was hidden in the new Kerbin - side Thread will put it here for anyone else who wants to know
  4. Just realised I posted in the old thread (D'OH) so here is what I posted there as this thread is more active. been having a bit of fun with this mod today, had no idea it had all the facility staff management aspects, which is pretty cool but gave me a few questions. 1. how do I change if a facility is available at the start of a game or needs to be opened/bought. 2. anyone know if the tracker/ radar works like stock ground stations, with only needing to be opened? 3. does this work with the multiplayer mod? 4. Is it possible to make the buildings destructible? (or is that a question for Kerbal Konstructs) Have had some nice Ideas of things I could do using the things within this mod, and have only just started scratching the surface of both KK and K-S and I am liking what I see.
  5. Hi really sorry if this has been said somewhere (but 112 pages is a lot to go through) does this work with Kerbal Konstructs/ Kerbin -side?
  6. been having a bit of fun with this mod today, had no idea it had all the facility staff management aspects, which is pretty cool but gave me a few questions. 1. how do I change if a facility is available at the start of a game or needs to be opened/bought. 2. anyone know if the tracker/ radar works like stock ground stations, with only needing to be opened? 3. does this work with the multiplayer mod? 4. Is it possible to make the buildings destructible? (or is that a question for Kerbal Konstructs) Have had some nice Ideas of things I could do using the things within this mod, and have only just started scratching the surface of both KK and K-S and I am liking what I see.
  7. @pizzaoverhead Thanks for the in depth explanation on how to do it, will try it out when I get some spare time. Never done any sort of mod editing/ making before so should be fun. If I get anything that works well I will be sure to look in to getting it distributed out to the community so anyone else wanting it can use it.
  8. Hey sorry for resurrecting this as it were but, how would I go about adding non stock wheels to use this mod? The yellow truck wheels form the SXT continued mod are currently silent and I would like to get some sound onto them even if it means borrowing another wheel sound for now.
  9. Thanks yep that has solved the issue, had a lot of fun drifting round the KSC
  10. Was looking for a mod to give me the little utility trucks and found that it was in this mod, and that someone had taken it over and made it compatible with 1.2! Found an issue with the tuck wheels where they don't seem to work, they just spin not making the vehicle move. if you need more info I can look to getting a log for you. Also slightly off topic but can anyone point me in the direction for a download of KSC++ as the link on the original thread does not work any more.
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