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Everything posted by Rockstar04
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Absolutely, now that we have a smaller node, I would be fine if it also didn't have a crew capacity. As for logistics modules, I think many mods (or users who edit configs) would be putting different resources in them anyway, making a one size fits all IVA difficult. Absolutely, but maybe with a link in the mods description to the Crew Manifest plugin as the "official suggested way" to get kerbals in and out of the station modules.
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Devnote Tuesdays: The "Riding To GDC on an Asteroid" Edition
Rockstar04 replied to SQUAD's topic in KSP1 The Daily Kerbal
I am assuming they will release it on April fools day. -
Sounds like a case of old habits die hard. But since a TON of us skirt with the 32-bit memory limits, if you could trim the extra details back. . .
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KERBAL NRAP - Adjustable test weight for lifter building
Rockstar04 replied to kotysoft's topic in KSP1 Mod Releases
Its great to see everyone working together! Again, awesome plugin idea! -
Devnote Tuesdays: The "Riding To GDC on an Asteroid" Edition
Rockstar04 replied to SQUAD's topic in KSP1 The Daily Kerbal
Games like this walk a fine line, if they release with too many issues, people will compain as well. Its honestly a lose-lose, so they have to try make as many people happy as then can. -
KERBAL NRAP - Adjustable test weight for lifter building
Rockstar04 replied to kotysoft's topic in KSP1 Mod Releases
Kerbal Joint Reienforcement takes care of the dancing payload issue, I had no isssues when testing a 250 Ton payload last night. -
KERBAL NRAP - Adjustable test weight for lifter building
Rockstar04 replied to kotysoft's topic in KSP1 Mod Releases
No worries, it was just an idea, and would drop you down to a single dummy load part. But thanks for the fast drop on the small size configs!! -
KERBAL NRAP - Adjustable test weight for lifter building
Rockstar04 replied to kotysoft's topic in KSP1 Mod Releases
Just downloaded and start messing around with them, very cool idea! Any way we could get some different diameters? Like 0.625 and 1.25? EDIT: Maybe even something along the lines of stretchy tanks? Change the weight, diameter, and height? -
I would love to have more of the plugins settings (distances, science values, etc) avaliable in configurtation files, so those of us that would much rather have to drive 10+km for a bigger science payout could have an easily shareable config file. Its a love to have, not a must have, but I think it would allow more people to enjoy the plugin.
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Rockstar04 replied to asmi's topic in KSP1 Mod Releases
That seems like a good use for the connected living space mod, automtically balance the atmosphere in all "Connected" crew areas. (Tank priority currently set still makes total sense though) -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Rockstar04 replied to ethernet's topic in KSP1 Mod Releases
Ah, I hadn't considerd the stock labs extremely low weight. Could we at least get the functunality of the squad lab (resetting experiments and boosting transmission of samples) in your lab as well? I just dont want to have to lug around 2 labs. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Rockstar04 replied to ethernet's topic in KSP1 Mod Releases
Whats wrong with a ModuleManager config change on the Squad vanilla Science Lab as opposed to making another one? -
I would suggest taking a look at this http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-%28ORS%29-Mod-Resource-API-version-1-1-0 If more people use this then hopefully we can all stop using Kethane.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Rockstar04 replied to Porkjet's topic in KSP1 Mod Development
I was assuming the heat shield would be curved around the front of each wing, requiring 2 unique parts, but if they are just flat, then yes only one would be required. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Rockstar04 replied to Porkjet's topic in KSP1 Mod Development
You would only need one wing, and two, optional, heatshields. Honestly that seems like a reasonable solution. Then the heatsheild becomes optional, saving weight for craft that wont go to space, and they can be separated in career mode for more realistic progression in the tech tree. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Rockstar04 replied to ethernet's topic in KSP1 Mod Releases
Have you removed any of the stock parts from your installation? The mods science lab calls on the squad textures to make the full part.