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About tetryds

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  1. Awesome! Thanks for continuing my mod. A neat addition I didn't put effort into was making the antenna be a struct with a thin wire. If you want to take over MAF, feel free as well. I had some ideas but figured I might never implement them anyway.
  2. @Karin tenta esse daqui então plz https://discord.gg/3JKc7zC
  3. Aqui talvez não tenha, mas existem várias comunidades poraí! Canal do Discord Game Com Ciencia: https://discord.gg/BgVgSg Canal do Discord KSP Brasil: https://discord.gg/WpDsssH
  4. Try this instead: https://www.curseforge.com/kerbal/ksp-mods/mouse-aim-flight
  5. Duude just check out the previous pages of this topic and you will find a way!
  6. Yes, it's already there, you can override roll controls by using the keyboard
  7. @Wrath_IX there is no need for that. Also remember that due to licensing restrictions, you would not be able to share these models. As @SuicidalInsanity said, there are patches, this mod takes effort to use but there are ways to get it balanced. It's just too big of an effort to maintain and you guys tend to do it better than me.
  8. MAF is not compatible with other control mods. Something else is overriding the controls and the control system is going nuts. It is probably Atmosphere Autopilot. You should not be using both at the same time, and besides, they have different goals.
  9. @aleksey444 when I created BAD-T, it became clear that the matches are definitely nowhere near being deterministic, neither does war. Sometimes it will be quite frustrating indeed, but I would not get attached to that. We run best of three to filter out luck sniper headshots from 6km away being the dominant factor, but finals were run best of 5 because they tend to be way nicer and more exciting, not to filter randomness. If your craft lost despite being better, and the match execution affected it, that does not matter the slightliest. I believe that everyone here trusts @S
  10. The N-46 fought bravely, didn't fly well, didn't fight well and didn't stand a chance, neat.
  11. You download the code, set up your project references to the latest KSP install, recompile fix whatever dependency broke, throw the .dll somewhere on your GameData. I was going to to this and update the mod but forgot.
  12. Wow this thread OP even has an entire FAR tutorial in it, how amazing is that!
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