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theonegalen

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Everything posted by theonegalen

  1. If you think either of these were Nate's decision or in the hands of anyone at Intercept Games, then you may not understand what it's like for a small studio to work for a big publisher. Also, if it *was* the publisher's fault (as I believe it likely was), then there will be contractual limitations on what Nate can share with us if he wants to keep working on the game and not get fired. It actually does work fine on my hardware. I guess I'm just lucky. Also see my other response above.
  2. This worked for me, at least until autostruts are implemented.
  3. B9PartSwitch says there is a "Serious Warning" when installing this on a completely stock build of KSP (except for the requirements).
  4. New score project just dropped! It's very electronic.
  5. I'm extremely excited for the opportunity to explore the Kerbolar system again with the new graphics! I'm also excited to have a new clean slate for playing the game without all the habits I fell into in KSP1!
  6. whoops! I can't believe I never noticed that about the 2500m runways.
  7. Fantastic! I will download and use just about anything you make, @Caerfinon - it's always top quality and fits in with my style of KSP.
  8. Saw the message in your profile. Praying for you and the surgical team and giving you all my best wishes for your health! Thanks for what you've done for my KSP game, and you seem like a cool person.
  9. Thank you so much for sharing that! It is fantastic to see someone using all the switches I put in.
  10. My point is, one could theoretically use it for anything that fits, rather than having the limitation of CKAN automatically installing BDB when this was installed. BDB should probably be a recommended mod rather than a dependency.
  11. This looks great, but there doesn't seem to be an easy way to migrate configs from CCK to this besides just redoing them, if I am correct?
  12. I apologize, why does this depend on BDB? I avoid BDB in my stock scale games, although I'm using it for JNSQ.
  13. Well, that is truly gorgeous work. I hope you will not mind if I don't download it until the NRE spam issue is fixed, however.
  14. That means a lot, thank you. I know I haven't updated it in a while, but it's good to know that the same things that inspired (and challenged) me with the first releases of the old Unmanned Before Manned tree are still inspiring others!
  15. This is pretty great! Does it automatically add to the RPM MFDs, or does it need to be manually placed in modded cockpits?
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