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Jesusthebird

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Everything posted by Jesusthebird

  1. Instead of a black screen when loading to a flight scene..we should have artwork. anyone else agree? I think itd be a a small and subtle immersive improvement. I know it doesnt last very long...But at least its something to look at
  2. Just consider each 1.x.0 release to be a buggy ride and wait a month or two for it to be ironed out in the 1.x.1-2-3 updates and you wont be dissapointed...ive learned that the hard way simply from the mods I like to play with. 1.8 was a pretty big shift I think since they switched up the unity version. I dont know if anyone was expecting that..but when I read that..I instantly knew I wouldnt be playing 1.8 for at least another month..be it stock bugs..or mods that need recompiling to the new unity build. At this point...if anyone is still complaining about game breaking because of an auto update...thats a little crazy id say. Dont let it update, play off a seperate (non steam) directory or actively choose a previous version. There are 3 options..just pick one. Unless you are coming in fresh..you should know this by now. And even if you dont..like others have said..its not like this is new as far as the life of the game goes..each new version release has had issues at the initial launch in one way or another. Squad fixes most of em in the next patch..so just be patient and play on older versions.
  3. question, why is firesplitter required? could it use the firesplitter core mod? Is this some kind dependency that requires a texture from that mod? Only Reason I ask isnt because I hate firesplitter...I just dont have a use for...90% of the parts in it. If thats the case and it needs something specific from the mod...maybe I can do some deleting and just keep whats needed? But Id need to know what those things are I really like the jet tail fin thing, Im installing now to play around with it now
  4. Lol. So thats why you put in (named) authors. Carry on
  5. This is coming along really nicely. Everything looks amazing so far. I look forward to an official release or beta release!
  6. Dark side and facing sun screenshots are really bad...jus sayin. I cant really tell what im looking at. Glad to see these mods supported again tho
  7. im so glad to see freddys kr71 cockpit continued!! This mod will be a must have alongside airplane plus as you suggested, well done!!
  8. Hmm tough call on the default... My 2cents? I think @part should be default as the aim of this mod is to change the logic of the fuelcells anyways. If anyone wants the additional cloning to keep the stock logic in addition..an extra set of cfgs are simple enough to add in. I think if its ckan indexed this would be the easier route too. 1 install to change..2 to change and clone. Only stipulation being the mm configs possibly needing different syntax to patch correctly and in proper order if cloning is wanted. I dont have much experience with fuelcells honestly...and i could be totally wrong here as i could be thinking of respurce converters like isrus.. But off the top of my head as im not at my computer these mods could contain fuelcells: Near future electric?? Opt?? Kas/kis?? Stockalike mining extention?? Planetary base systems?? USI?? I have all of these installed so when i get home ill check it out and report back
  9. Niiice...i hate stock fuel cell logic. This is superb. Honestly i dont think new parts should be a big deal. My vote is simply for the plugin and providing cfgs that optionally clones/replaces modules or does a full swap of modules alltogether with no cloning. Im certain there are a plethora of mods out there that adds a fuelcell part. To be kind and ask if you can make a cfg for said part for this plugin and g2g. Universal storage2 for example? I really like his modeling and texturing and im almost positive theres a fuelcell in that mod pack.
  10. Yea that would be a tiny issue. Especally since there are other mods that provide mk2 nose cones. Only real reason to make something like that would be for a crisper recreation of an sr71 cockpit i would imagine. The pointy chine is hard to use at the nose and needs to be angled and clipped to avoid the fangs poppin out the side kind of weird look. I dont like to ask flat out for new things. I more appriciate the continued support for your mod over all else. If you wanna poke around with the concept, by all meens i welcome it. But i love your mod regardless of having a specific chine added in for a very specific purpose. Ill make due either way.
  11. I like these ideas. Away with the cargo bay and sticking landing gears in em. The light chine is more of a novelty i think. Personally i find it hard to use the chine sometimes considering there isnt an angled version for forward nose mointing and it looking good. But to each their own?? I think if a new chine part was added it should be one that attaches inline like a decoupler..with angled chines on the outer edge made specifically for one of the mk2 nose cones. With outer attach points to further the chine back. Just my opinion tho
  12. ive recent come back to this thread for another download of the kr71 and thought id give that mod a try..however I dont see any good links avaliable and the thread is locked. thoughts?
  13. Hmm...interesting mod. So basically...this mod lets you swap between upgraded and non upgraded modules for a given part?
  14. I dont think ive used sstu cause last time i looked it as out of date for the version of ksp i was using..tho im pretty sure thats not the case anymore. This looks pretty sick tho. Like..really badazz!! Can other mods be implemented by chance in the future(like a mini mod/cfg thread kinda thing?) i like messing with the recolor depot mod. But this seems to do pretty much the same thing?? I think recolor depot does color swapping for 2 different sections of a model tho to make parts more dynamically sexy. Both have their respective supported mod 'list'. Just something to think about i guess. I use quick hide mod so the only drawback for me is learning both gui's Cheers and congratz!
  15. im prolly a bit early to the party. 4.0.3 change notes? Just noticed it in ckan, didnt see it mentioned in OP nor last few paged of thread. thanks. sorry.
  16. I think in regards to ksp...we should probably keep it to.."in theory"
  17. Yas!! This is a wonderful mod. So glad to see it making a comeback. Are the models being tweaked?? I havnt used it in a long time but i think the last time i did...some lights wernt operational err something. Doesnt matter...will still download lol. Thanks LGG!
  18. Im trying to make an mk2 station ring but I cant seem to get a link to show. Using 72 mk2 crew cabins attaching them end to end then snap rotating all of em 5 degrees to make it circular. Im guessing its something to do with the angle setting but i dont really understand the logic behind it. Ive never had any problems with inline stacks linking with no angle change. Any help would be appriciated. Ive tried increasing the radius and angle setting but whatever value i input..doesnt seem to change anything. Thanks
  19. At the end of the day..i like the concept..but when i build a craft with a prop engine...i use airplane plus mod...less part count..manageable..easy..especally compared to the torque induced by a single prop rotor setup from stock. Dont think any airplane plus prop has a torque inducing property.
  20. Ohh this is awesome. I always wanted this. Couple questions. First: I dont play rss. Whats the size comparison compared to the mun?? I assume its bigger?? Wiki states mun is 200k meters radius. Is this 347.62 meters radius? Or.. 347,620m radius? I wasnt sure if the 'period' was a typo or its really 347.62 meters radius. Thats pretty tiny and i always thought an rss mun equivalent would be bigger Second: why the need of KK mod? Is that related to the easter eggs? Third: the semi major axis is the same as the mun..so i assume thats why it replaces it. However the other orbit parameters are different, could we get an optional config making the semi major axis large enough that we could have both the mun and the muun in game? Seems like it could be an interesting leap frog scenario but i dont know much about soi and kopernicus in-s and out-s to see if it would cause problems or not in general. Cheers, looks great!
  21. As far as im aware..tweakscale is under a semimajor overhaul..with some serious issues needing to be resolved...not sure if your exact issue pertains..but if the part is fine without tweakscale(besides the difference in size)..its possibly a tweakscale issue..
  22. Just want a way to turn off backpacks in orbit..upon going eva..kerbal model could load either..with chute or without?? With a pop up or hotkey to select which one. Or a changable value in the settings menu. It does look a bit odd..the back of the eva pack could be sooo slick too!...instead its this brown old leather looking heep of bed sheets tied together
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