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About Nozza

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    Nozzie the Mozzy

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    The Land Down Under

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  1. Where IS the stock indicator anyway? I've played a few hours of 1.6 now and still haven't found it whenever I'm doing maneuvers.
  2. How does the Logo Screen config actually work? No files are selectable when I try to change it.
  3. Y'know, I don't know why everyone else started off with nothing but a flea and a capsule. My very first rocket (second if you count the fact that I forgot oxidiser when I launched it the first time) made it to an escape trajectory... from the Sun. Yeah. I THINK it bugged out.
  4. I'll admit it, I'm not too impressed by the new HECS2. That end cap, or lack thereof, is too similar to the gaping hole on the flea and hammer SRBs, and those are just absolutely disgusting. But it's not all bad. The new gold section, for instance, is an improvement. The other new parts like the fuel tanks and the HECS, again, improvements. I might not like some factors of some of the new models, like the hole on the gold HECS, but it's not the end of the world. I can still cover it up with something (who really leaves an end cap without something on it), and even after that I have
  5. Well, I dunno why, but the bug's gone. I updated the mod to the latest version and jumped back to the craft that had the problem (reaction wheel not moving with the extender). It worked fine.
  6. Updates are done, so I should actually be able to check KSP tonight. I'll update the mod while I'm at it, it might fix the problem (who knows).
  7. Updated to 1.4.4 the other day, so I've had a chance to test some new parts. So far, I've noticed 2 bugs and thought of a few suggestions that should be relatively simple to implement. Regarding the bugs, I'm about to leave my PC, so I'll post logs and my mod list in about 6 hours or so when I get back. Suggestion #1: Add options to toggle and retract animated parts in action groups such as the extender and hinge, instead of just opening/extending. Suggestion #2: Flip the deploy limit on parts like the spherical probe containers, so that it is more in line with stock parts (the mk3 c
  8. Absolutely loving it so far. Any chance we can get tweakscale compatibility to mess around with the parts a little more?
  9. Not really sure of what you mean, but keep in mind everything needs to be done in 1 launch. Never heard of Laythe Capitalism either, I only joined this forum like a week ago. Nope. The tanks must be empty on launch.
  10. You can, but only on Laythe, and it obviously won't count towards the final score. You won't be able to use the oxidizer engines before refueling too, keep in mind.
  11. Implemented a system for different weights, plus some bonuses and a six year time limit.
  12. After numerous complaints from construction workers at the Kerbal Space Centre, the Kerbal Construction Union has successfully campaigned for a total ban on Oxidiser created on Kerbin. Despite the R&D Department's best efforts to convince the strikers that their recent breathing difficulties were simply due to a bad case of "The Sniffles," the workers believe that the abundant use of oxidizer in ascent stages has caused a lower oxygen concentration in Kerbin's atmosphere. Without the ability to create oxidizer using Kerbin's oxygen, the KSP has turned to a new source: Laythe. Your cha
  13. For some strange reason, some of my kerbal modifications reset back to unset/generic on loading in a save, or occasionally just going back to the KSC. Here's a fresh save, for example: https://imgur.com/ov9l2C8 Yuri Kerman here is set to have the Clean Shaven head and the KCNVeteranPilot suit. For some reason; however, every time I load to the KSC, he reverts to the picture shown. Valentina and Victor also have this problem, but none of the other Kerbonauts (including the default options down the bottom) are affected. Any idea what's causing it? Here's a copy of my TextureReplac
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