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Everything posted by theonegalen
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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.
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This worked for me, at least until autostruts are implemented.
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[1.12.x] Soundtrack Editor Forked
theonegalen replied to linuxgurugamer's topic in KSP1 Mod Releases
New score project just dropped! It's very electronic. -
[1.12.5] Reach For The Stars - A KSP Fan Soundtrack!
theonegalen replied to MattMoney's topic in KSP1 Mod Releases
Well the Bop theme is correctly a bop -
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!
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Caerfinon's Kerbin Side Development [WIP]
theonegalen replied to Caerfinon's topic in KSP1 Mod Development
whoops! I can't believe I never noticed that about the 2500m runways. -
Caerfinon's Kerbin Side Development [WIP]
theonegalen replied to Caerfinon's topic in KSP1 Mod Development
That bridge is cool! -
Caerfinon's Kerbin Side Development [WIP]
theonegalen replied to Caerfinon's topic in KSP1 Mod Development
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. -
Thank you so much for sharing that! It is fantastic to see someone using all the switches I put in.
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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.
- 37 replies
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- payload adapter
- breaking ground
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I apologize, why does this depend on BDB? I avoid BDB in my stock scale games, although I'm using it for JNSQ.
- 37 replies
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- payload adapter
- breaking ground
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[1.12.X] Kerbal Flightworks Company
theonegalen replied to CarelessDoughnut's topic in KSP1 Mod Releases
Yes, Kerbal Actuators > Firespitter.- 24 replies
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- aircraft
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[1.12.X] Kerbal Flightworks Company
theonegalen replied to CarelessDoughnut's topic in KSP1 Mod Releases
cool!- 24 replies
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- aircraft
- firespitter
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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!
- 171 replies
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- planes first
- community tech tree
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[1.12.x] ARCAspace EcoRocket for KSP
theonegalen replied to AaronDoesSpace's topic in KSP1 Mod Releases
a thumbs-up for your rocket and for K-On!- 18 replies
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- recreation
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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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Wonderful! One of these days I'll actually use BDB, I guess.
- 37 replies
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