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infinite_monkey

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Everything posted by infinite_monkey

  1. Well I just installed it manually for now. Now CKAN still shows Kopernicus BE as not installed, but stable Kopernicus installed... Is that also due to those issues?
  2. CKAN installation somehow doesn't work for me. I added the repository, I see it in the packages list. But checking the box does not unlock the "Apply changes" button.
  3. Now that Elon mentioned that he intends to go back landing the Super Heavy booster back to its launch clamps - would it be possible to have a docking port module on the launch pad?
  4. Are you creating your own textures or do you somehow take it from the environment? Some planet packs have quite different colors...
  5. No more uninhabited Kerbin! Cities and houses, where Kerbals can enter and exit. Builtin KK.
  6. Backup is always a good idea. So yes, you should do that when waiting for the official Kopernicus 1.10.1, but even more so if you decide to use the Bleeding Edge version. If you have a lot of mods, it's convenient to copy the entire KSP folder to somewhere else. If you don't mind reinstalling your game and mods in case of a disaster, you can just copy the "saves" folder.
  7. Not really an issue, but a loooong time ago there was a plan to make this compatible with ResearchBodies
  8. How many open issues are left to fix for a 1.10 release? Or is 1.10 still kinda alpha?
  9. This is gold! Can't wait to try it out! Does the moon village have alternative colors now or is it indeed intended just for the moon?
  10. My CKAN still shows 1.11.0 as the latest version. Are there any new prerequisites on 1.12.0? I'm still on KSP 1.9.1
  11. I'd consider this a feature, not a bug I want all my craft sooty after reentry
  12. Sadly, only in the KSC screen, though. Would be nice if the relevant code could be ported from TRR, which had the menu in the normal game, where you could see the changed suits etc. immediately
  13. Not sure if I'd buy a fan-made one - I'd rather build one myself in that case But maybe I'd buy a special edition of the game containing one. I think it would be a much nicer way to make money for them than e.g. micro-transactions (yes I know they have been ruled out). Yeah I like the Expanse too. Would be nice to build those ships in KSP. Now that you mention it - maybe even have worm holes and a slow zone
  14. What I'd like to have as an accessory: input devices. Gimme a spaceship cockpit for my desk! And VR compatibility.
  15. Ummm, why does the suit change when Kerbals take their helmets off?
  16. I didn't use the Falcon Heavy for a while, but now I have the exact same problem. Interestingly, it worked when I attached a probe core to the fairing half, despite the probe not being the root part of the detached stage afterwards. Did you find a solution?
  17. I kept asking this for a long time, but as the concepts keep changing, the mod understandably can't change with them all the time. However, this would be nice for playability. And it seems doable, there's already a mod by @Gabu with a very similar elevator - maybe he can help? An idea would be to make a seperate elevator part that attaches to the node under the docking hatch (currently only the crewed version has that, for whatever reason) and adds rails that go all the way down. This could even be a separate mod.
  18. This mod doesn't create a space center, just the statics (launch pads etc.), which you can place where you want using KK.
  19. How can I apply colored visors to the new (1.10) stock suit variants?
  20. Just a first try, needs a lot more detail (and black visors):
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