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TinyPirate

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Everything posted by TinyPirate

  1. Hi there! I went and profiled this mod for my 2 Minute Mods series. Thanks for the awesome work on this, DMagic, and I hope folks enjoy the video. Please feel free to share and re-post as you wish.
  2. Hey! I featured EL in my 2 Minute Mods series. It's hard to do justice to the mod in 2 Minutes, but I hope I did an ok job. Feel free to share around as you wish.
  3. You have given me a great idea for a video series! I can really make that work with the orbital dock (especially with KAS and Robotics) but not so much with the Big Rocket Pad. It deploys from the vertical to the horizontal and at vertical it is quite unstable. I was thinking I might look at putting out a stake, deploying the pad to it, and then seeing how things go from there. I dunno. KAS is still needed anyway (to hook the pad up to resources and kerbals in workshops) so using a stake or an orbital dock deployed to a platform is probably also just as fine and far easier to manage. Hmmm. Possibly less buggy (for me) as well.
  4. Kia ora, Taniwha! Not sure how much effort I will put into debugging this as both pads I have managed to get to the moon have eventually exploded, and they are really hard to move around! Survey stakes work great, and figure the "orbital" pad can more easily be put on a vessel for landing on the surface and work just fine too.
  5. I was trying to build a rover - do i need to clamp it so that EPL knows where to build it?
  6. Had some issues, don't know where to begin with them. Took a rocket launch pad to the moon and dropped it next to my rocket. The rocket fell over, but was otherwise fine. Went to build with the pad - of course - no workshop - so nothing happens. Used KAS parts (ground pylon and then the tubes) to connect the pad to the rocket, and now I can build. HOWEVER, two attempts to build a rover resulted in the rover first appearing about 1km up, and then falling to the ground. The second, it appeared near the launchpad but a bit in the ground and fell apart. I was concerned the pad and rocket, being connected, were causing wobbles which were somehow throwing things off. I disconnected them and the pad promptly exploded! Any thoughts? (Oh, this is an install from CKAN, Kethane isn't installed, hyperedit is, not much else is at all - sandbox testing copy of KSP)
  7. Hi there! I featured Deadly Reentry in my 2 Minute Mods video series. Feel free to share, pass around, repost, etc.
  8. Hey, unless I'm mistaken, this mod doesn't reaaaally work in DMP right? You can't pair up with a buddy, build something, and then challenge each other to a duel at the KSC? I understand you sorta can, but when you blow them up (or vice versa), they won't know it happened?
  9. Hi everyone, thanks for the tips, ideas and links! Some pretty amazing builds in there. I've built some pretty derpy craft for the video I'm making - should be a laugh to watch anyway! Will link it once it's done.
  10. Hey guys, i'm going to make a short video on this mod for my series and so to do the mod justice I'd love to hear how people are using this mod. I spent the night blowing up the space centre and failing to hit targets - great fun - but what else do folks get up to with this? I got guard mode going (which was pretty funny), so I can see there are many interesting possibilities, just interested in your ideas!
  11. Thanks! Yeah, I am really hoping that doesn't happen in a "real" game any time soon!
  12. Hi there! I made a video of DangIt for a series I'm making. Note, the video is quite short, a couple of features are left out, but I hope it is interesting/useful none-the-less. Feel free to share it around.
  13. Thanks so much, Parasoja. It looks like there's some error going on with Sarnus though (see how the planet has a black ring around it occluding some of the ring). And for general interest, I always get this look to my Kerbin with this mod http://i.imgur.com/TPgsUGh.png http://i.imgur.com/sVn279k.png
  14. Ok, yes, this works, thanks, Parasoja. The rings of Sarnus and Neidon vanish, for some unknown reason, but everything does work other than that!
  15. I can report that the 10x config works, however it looses the rings of Sarnus and Neidon. Don't know where they've gone, but they ain't there! Sad panda.
  16. Ok, looks like a hacky approach to make this mod work with the 10x Kerbal RSS mod has been figured out!
  17. If this fixes things perfectly I might wet myself! I'll definitely wet myself if someone provides a 10x config for the Outer Planet mod!
  18. I kinda want that to be a mod whereby finding one unlocks a mission and clues to find the next one, and so on until...?
  19. *EDIT* Leaving it for a very long time let it eventually finish doing its job. Phew. How odd. *EDIT2* If you're using this mod do you need to use the ISP rebalancer? If so, to what setting? Damn it. Took my clean install of KSP and installed the mod, copied over the newer DLL and... the game crashes when wrapping the mesh on Kerbal. Install Active Texture Management (aggressive) and now it gets one body further and crashes on wrapping the Mun. Normal RSS works fine for me... grrrrrr!
  20. Just tried to install it in a clean build of Kerbal and, on load, I was told that the version of RSS installed might not be .90 compatible, and then when I got in the info from the map view showed Kerbin still at 600k equatorial (and it looked about the same, vanilla, size as always)... halp?
  21. I'm special and want to build a Real Solar System copy of Kerbal, but with the original kerbal planets (hence using this mod - although it doesn't quite work yet in the current version). Do you know of any particular way I could make this mod work with a real-sized version of the Kerbal system? Ta!
  22. High detail. The ground level is underground a bit =) This is from a vanilla KSP copy with just this mod installed.
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