Bloody_looser
Members-
Posts
365 -
Joined
-
Last visited
Reputation
366 ExcellentProfile Information
-
About me
Sr. Spacecraft Engineer
Recent Profile Visitors
3,682 profile views
-
KSP Loading... A closer look into Update 1.6
Bloody_looser replied to SQUAD's topic in KSP1 The Daily Kerbal
Usually go attached, huh?That's not a thing in KSP. That baby would look bad with any of the new nosecones. Not that I'm firmly opposed to the revamped cones, just keep the old ones as well. They are even decently made (it's Porkjet after all) - unlike the majority of the parts undergoing revamp. -
@psvialli Yup, you can. All the mod's mechanics can be tweaked / turned off at the Space Centre screen, click the USI LS icon there.
- 5,661 replies
-
- 1
-
- plugin
- life support
-
(and 1 more)
Tagged with:
-
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Bloody_looser replied to IgorZ's topic in KSP1 Mod Releases
After directly referencing the bn_upperJaw01 bone via debug for the props, they equipped properly on the female kerbal in the new suit. For male kerbals they work as is. Kinda strange. The mod describes the parts in such fashion. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Bloody_looser replied to IgorZ's topic in KSP1 Mod Releases
Hi, @IgorZ I've run into an issue while using the glorious Kerbal Hacks KIS addon. When trying to equip anything head-related (like glasses, headset etc.) on female Kerbals, sporting the new suit, KSP throws in log 'Error: evaTransform not found' and nothing happens. With the old suit everything works as designed. Hand-held items work with both suits. For male Kerbals everything works with both suits as well. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Bloody_looser replied to Nereid's topic in KSP1 Mod Releases
Nvm, was too long away from KSP and should've read changelogs. Keep up the great work. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bloody_looser replied to Nils277's topic in KSP1 Mod Releases
Ow, yiss. Fair enough, I guess. Using more than a year-worth amount of depleted fuel to produce less than the smallest xenon can fit is not a very utilizable mechanic though. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bloody_looser replied to Nils277's topic in KSP1 Mod Releases
@Nils277, drill for dirt cfg has a wrong path for the model (in 1.5.3 at least). Btw, would you consider adding base-size KIS containers (10k large and 5k small), since to produce something kinda big - like a drill - one have to rely on third-party containers. Also, what about adding small xenon output as a by-product for reactor operation? -
What if introduction of the EVA navball itself was also a bug in the first place?
-
The New End-User License Agreement is Unacceptable
Bloody_looser replied to T.C.'s topic in KSP1 Discussion
Nah, that's not long. The very best inflammatory topics used to get tens of pages in a day. Lack of any explanation for the point, made by the OP, however, makes me suspect the same. -
Seeing this GIF on the Internets.
- 50 replies
-
- 5
-
- ksp
- first encounter
-
(and 2 more)
Tagged with:
-
KSP Weekly: From publisher to a comet's name
Bloody_looser replied to SQUAD's topic in KSP1 The Daily Kerbal
Stay on the English version then. Problem solved. I see another issue here, since localization stuff might even lead to emergence of non-English only mods. I don't get all the hassle with the localization though. There's too little meaningful text in KSP - contracts' description doesn't make sense anyway, strategies are a joke, part descriptions are irrelevant. The only stuff that actually matters is a handful of spacey terms and figures. Figures are kinda like digits and quite universal by themselves, while learning a dozen of terms can't hurt anyone. The localization actually might be a sort of a PR stunt to boost some regional sales. As a guy from a non-English speaking country I personally know a handful of dudes who upon stumbling on a non-localized game go all like "Hurrdurr, this game is in English only, they don't respect us, I'm not paying for it." And use it as an excuse to pirate the game and play it with some sort of half-baked pirate localization. Or even without one. But it's highly unlikely that such people would actually buy the game if it ever gets localised, so such PR stunt might go in vain. Anyway, localization is up to SQUAD, but strictly IMO it's a waste of time, since it could help, in terms of playability and sales, some text-rich game, but that's not the case. -
[1.x.x] Kerbal Hacks: Wearable KIS Props
Bloody_looser replied to Enceos's topic in KSP1 Mod Releases
Finally, a mod crucial for my gameplay. Thank you, sir. UPD. @Enceos, Mic headset is missing a category in cfg. -
Many ITT are badmouthing Flying Tiger, that's not fair. FT should get some credit. When SQUAD announced making ports for console, the community was really sceptical about it. While some were outright hostile, waving around "PCmasterrace" agenda, and others expected an outright fraud, the majority was sceptical about the very possibility of porting KSP to consoles. The modern consoles are nothing more than a really average PC with restrictions and licensing, and such a complex resource-hungry (and not very optimized) game like KSP is not the simplest stuff to port. So, KSP console port was expected to fail and fail miserably. Flying Tiger however managed to pull off the port kinda well. Yes, the port failed as expected, but in a good way. A couple of game breaking bugs is really far from the expected full-blown disaster.
-
Came there to whine about rocket part revamp, stayed to watch butthurt console guys.
- 109 replies
-
- 18