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Robert DeLuca

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  1. Yes, this fixes the floating tiles issue for sure. The game is beautiful again, but I noticed two issues: 1) Some weird artifacts on Duna when zoomed in close. They follow the contours of the terrain and phase in and out depending on the camera angle: 2) Entering and leaving the Jool system has a crazy long stutter, but it otherwise looks good. Eve and Kerbin look great. Thank you for your work.
  2. @DMagic I just wanted to drop in and let you know how much I appreciate your "Basic Orbit" and "Maneuver Node Evolved" mods. Their minimalist, integrate-with-stock approach is exactly what I wanted. Thank you.
  3. Another thing, if you lose power for even a moment (EC goes to 0) and you lose control of the vessel because everyone goes on strike, you can't right-click on the habitat to turn it back on when power is restored. I always stick a probe core on my craft for this reason, among others.
  4. Are you activating habitat when in flight? For instance, the stock Cupola and Hitchhiker parts have a right-click option to "Activate Habitat." When you do that, it increases the home sick time for the whole craft.
  5. Well if it's the design intent of the mod to allow another mod to fix this, so be it. I'll find another way to contribute
  6. Why does this need to be a separate mod though? Why can't the base mod just handle this correctly?
  7. RE: rescue missions that spawn Kerbals in MKS parts that lack functioning hatches. There was some confusion about this in the KSP (fan made) Facebook page today. Is the eventual plan to add hatches to these parts, or would it be better to just prevent these parts from spawning in those rescue missions? Or maybe a third option: a Wiki entry specifying the suggested behavior is to use the KLAW on rescue vehicles? I'd be willing to try and tackle any of these approaches (or whatever else), I just need some direction.
  8. @RoverDude, I just joined the forums to say thank you. KSP has been an amazing experience since I first started a few months ago, but getting deep into stock career felt a little hollow because 1) You can send Kerbals out to the distant corners of the solar system and leave them there unattended for years on end and 2) Setting up a "base" on a planet is nothing more than attaching the contract required parts to whatever suicide burn/parachute package that was necessary and then not touching the base again. Your USI life support and MKS colonization system mods fill those voids in a *very* Kerbal way. Thank you again. P.S. is there any particular reason why the "Wide landing leg" and "MKS 'Ranger' 2.5m stack adapter" are available at the very beginning of career mode? I'm interested in contributing to this and some other mods, would fixing this and sending you a pull request be helpful?
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