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falcon2000

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Everything posted by falcon2000

  1. Liked and agreed (cept the add on part). They've gone up. Now it's time to go down below. Start with surface research, into SCUBA, then shallower subs, all the way to like the Kerbianas Trench. Include underwater base building, underwater mining, etc.
  2. All hail the modmakers! Can't wait. 1.2 is getting closer and closer to a "playable" release by my definition. Fewer and fewer pages to religiously F5 on Awesome work gentlemen, and greatly appreciated (as I said before).
  3. @Daishi & @Paul Kingtiger Patiently waiting for patch, just wanted to drop in and let y'all know that I appreciate it, as I'm sure many others do. Too often we have the bad habit of taking the work y'all do and the time y'all invest for granted, and that's a disservice to your contributions. I try to make a effort to say once in a while to modders whose work I greatly appreciate, that I do in fact greatly appreciate the work, time, effort, and patience with some of us yahoos y'all go through just to share something with us for very little in return. For what it's worth, I've been a fan of US for quite a while now, I think back when it was fairly new, and it has definitely become part of my "core" game experiance. I'll dabble without it, but I don't get serious until it's part of the game. I mean honestly, who sticks all sorts of gizmos and doodads on the outside of rockets. Y'all got the right idea for sure. Take your time, do whatever you need to do, and know that we do appreciate all y'all do for us. It'll be ready when it's ready.
  4. Holy crayola Batman! Quite the list! https://www.reddit.com/r/KerbalSpaceProgram/comments/55vozd/theres_no_easy_way_to_say_this/ for those who want to gasp in surprise/potential horror. I wish them all the best, but one wonders what (if anything in fact) might have precipitated this turn of events
  5. In retaliation - The Floppotron shall redeem you: https://www.youtube.com/watch?v=G-X-p0C0Uas
  6. The main feature now that I would like to see (that is the one thing really that keeps me holding out for a Science Alert update), is the alert popping up to run science while flying in TW. Most biomes are not that bad, but there's a few that are annoyingly small, and if you happen to not know the exact second to drop out of warp, you miss it. That's the one niche that so far only Science Alert (to my knowledge) has filled that no other mod does. Whether I click or the ASS autocollects, I don't really have a preference, but the ability of the plugin to nuke warp and allow grabbing every bit of delicious science. Still, great work so far, and you've made the game so much better. I look forward to seeing future possibilities.
  7. I believe stock chutes without realchutes installed at all. If i recall, realchutes modulemanages itself into the stock chutes as well - normally a good thing, just not in this exact case :D. I use it as well, and until Sciencefunding is updated i just have money rewards jacked to 500% Don't miss the stages as much that way, till everyone works out updates, conflicts, compatibilities, and dependencies.
  8. Looks like there's some conflict with one/more of the USI mods. I started with an icon that would not respond to any variety of click (left/right/alt-left/right/etc). To troubleshoot, I took everything out of my gamedata but squad and kerbokatz, and it worked fine. Started adding back in and narrowed it down. When I copy the UmbraSpaceInd and the associated (000_USITools, CommunityResourcePack, and Firespitter) back in, that stops the icon responding. Not sure which module of USI is the conflict, as I have a number of them - and no time to troubleshoot that aspect before work. Gotta run, just wanted to give the preliminary results Link to output_log: https://dl.dropboxusercontent.com/u/57616772/output_log.txt
  9. Maybe it's just me, but I'm in the opposite camp as the others I wouldn't mind that being a permanent (perhaps optional for those who don't appreciate quality) feature Also, I've said it once Chris, but it is worth saying again - RealChute is one of the more-or-less required quality of life mods for me. As such, I salute both your ingenuity, and appreciate your dedication. Even for the prerelease, you went out of your way to put something together. I know most mod-makers don't hear thank you enough between all the people saying "when's an update coming" or "why don't you do it this way" or "something broke somewhere in the game, it must be your mod, fix it!", so allow me to be one of the people who heartily applauds you with no reservation. Also, I can report running the 1.1 prerelease in x64 and no problems so far.
  10. Because i enjoy mods. Lots of them. Opengl gives me crap framerates. I have 32 gb of ram, I'd like to be able to use the mods i want without having to leave some off or be punished by "out of memory" errors when i still have gbs left to spare.
  11. Sounds like an awesome plan OK - I can tell you I also love your pack, making the intermediate point between 1.25 and 2.5m parts is a niche, and one that I think deserves a place.
  12. And the error about compatibility is easily fixed for convenience by editing the ksp versions in the cfg file.
  13. Chris, you are truly a gentleman, thank you for all that you do, and we who have patience are very appreciative of your patience with those who lack it
  14. At the risk of being told I'm not the mod author and to stop being pretentious - he knows: You really should read the last few pages of a thread. Bugging a mod author with statements about an issue he's aware of and pretty much stated he would already be fixing, is just going to make him as neurotic as his avatar looks And you don't want to make someone who is modding the game for free, and sharing with you for no real benefit of his own, to feel neurotic. Otherwise - no more mod for you!
  15. Fair enough - you'd know best what will and won't work, but I will add my voice of encouragement - I find PC a much better solution. The in game "thing" is like many knockoffs - someone sees something being successful, and makes a very low quality analogue. I appreciate they tried, but they didn't succeed really.
  16. Is there an option in the config to skip icon files? The icons within the game are blurry and some actually completely tank like the FAR icon (becomes blank white square).
  17. Rover, how do you ever have time to sleep or make money to keep a roof over your head? You make so many awesome mods!
  18. Same as the rest Chris, your mod is so metaphorically part of KSP for me I don't want to play without it, but also as the others said - not meant as a "why didn't you put your life on hold to cater to us" type comment. I fully understand that life comes first. I have FAR already, but won't touch Deadly Reentry without your chutes to soften that neckbreaking jerk with stock chutes. Everytime KSP updates though, I pull the folder out of my Steam directory. I just cleaned up some, I actually had .23, .23.5, 24, and 3 versions of .25 (lightly modded, heavily modded, and RSS/RO). I still have the .25's, so you take your time, do whatever you need to do, and .9 will be "complete" in due time with all my favorite parts and tweaks.
  19. I don't remember - it may not have even been a parts pack. I thought it was, but I could easily be mistaken. After all - if I remembered where I got it, I wouldn't have posted a thread asking if such a thing still existed and where to get it. I would have simply searched for the prior source directly, whether directly your work or whatever other source I thought contained it. As it is, even searching through my prior saves (I have back through .23 on my drive in their own folders), and trying to find the parts via scouring the forums and google, I still was unable to arrive at what I am about 80% sure is what I had before until posting this thread. Secondly, as I stated in my first reply, it is "possibly what I had before" - even at this point I'm assuming since no other suggestions were forthcoming and your product matches the abilities (and look for that matter) of what I had, that it is most likely the same. That in and of itself may also be incorrect. I had thought, and I emphasize that this is very vaguely and without any degree of certainty whatsoever, that it was somehow associated with some Russian/Soviet parts, to work out compatibility between Rus/Sov and US/Stock Kerb. That said I don't believe the well-known mods for Soviet Parts actually include any such ports. They were one of the first things I looked at attempting to find what I was looking for prior to asking. I wouldn't worry, I don't think my bad memory in this case is enough to justify being alarmed that someone is stealing your work - or perhaps worst case it's a pack that used to be around long ago and is no longer due to shenanigans such as stealing from other mod devs. In the meantime, your designs have delivered on my desires, and for that I thank you.
  20. Awesome, that's exactly what I was looking for - possibly even the one I had before. Thanks much!
  21. I remember several versions of KSP ago, there was some mod that had a dual connector. It was basically a Sr port, with a JR in the middle as well, that way the one port on say a station, could receive either a sr or std equipped ship. I'm looking for either a new mod that accomplishes the same, or a reminder as to which mod it was. I believe the one that had it was a parts pack that would have included other parts as well, a standalone mod would be super and 1st preference. However if I can find the other one in the meantime
  22. Make sure when you extracted the zip files for the US files into your gamedata, that you followed the included installation instructions - which is to copy out the Universal Storage folder into the main gamedata folder instead of leaving it nested in the "US_Core..." folder. This is basically the same thing that DMagic himself said but with a little more detail. I was able to replicate your issue by nesting the folders, so I'm thinking that may be what you've done. If you leave them nested the game reads the subfolders fine and adds the actual US parts, but the DMagic parts won't show because are looking for the "correct" path, not the "working but technically incorrect path" that leaving the nested folders results in.
  23. Is anyone else getting really low holding force on TR-18a decouplers? Like a basic test setup of octo, decoupler, fl100 tank, basic engine, tilted at about 10 degrees shortly after launch, and everything under the decoupler just falls apart? It doesn't seem like there would be enough drag to pull them apart, and testing with a DREC decoupler under the same parameters doesn't seem to suffer the same. Also had similar happen on reentry - ships coming down and things below a decoupler just detatch - without staging the decoupler. This is happening on 32 bit and 64 bit (due to stability I went back to 32 for now)
  24. If I had to guess, I'm guessing I've found an undocumented feature Running 64 bit KSP, I've found the QuadCore a little... less than I expected I'm assuming it's not supposed to fit inside a basic girder? I thought the drawers would go inside, based on the website pics. Or do the drawers just attach around the core and sorta hang loose? Edited - Nevermind: PEBKAC. I see how it works now. Protip to self - watch the video in first post and you'll be less likely to suffer rectal-cranial inversion
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