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Yoshidude

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Everything posted by Yoshidude

  1. I don't know if I'm just blind, but I installed SXT through CKAN, and I don't see any copytextures bat file inside of the SXT folder. Is there a way I could manually copy the necessary files? Ah, nevermind. Turns out CKAN is hosting an outdated version of your mod.
  2. I didn't say I wanted Squad to just stop making API changes. I said that I was wanting them to pad it out a little, add/fix a little bit more, then release it a bit later. I'm not suggesting that Squad just give up and make no core game changes that could break mods, I just wish that (once again) they would pad it out a little.
  3. You are right, they do need to fix bugs, and they are the more important issue. I'm just afraid they will wait to address the other quality-of-life features desperately needed for this game in the expansion pack.
  4. I'm not sure that I didn't want them to update, I just thought they would have maybe put a little more features into it, then released it, it would have given modders more time to update. EDIT: I just sort of wished they could have padded the update out a bit, added some more quality-of-life features that we've been asking for since the alpha, then released it a bit later.
  5. As grateful as I am for people who speak different languages to finally be able to play KSP, I feel like this "update" didn't really change a lot, except for merging that asteroid day mod. On top of all of this, this new update apparently breaks mods, and this is when many mod-makers are still trying to get their mod back to 1.2. Anyone else feel the same way?
  6. I've noticed a huge issue, and I *think* it is the PhysicsRangeExtender. I'm noticing that at higher altitudes, my ships start to almost, "shake" and have odd visual spasms. It also seems to be screwing with the orbit trajectory a bit. This could just be mod interference, but I just wanted to know if anyone else experiences this.
  7. Not to waste your time, but how might I go about making a patch to add that "equip module" on the parachute
  8. Is it possible to attach a part (say a parachute, or a thruster) to a kerbal?
  9. Not to be pushy or anything, but is there a way (as a user) I can put this in my own install, or is this just a dev thing?
  10. What do you do about landing gear and wheels that automatically autostrut? I can't build my deployable base D:
  11. This seems really helpful for those more ambitious "pedal-to-the-metal" rockets. Do you have any plans of adding the ability to spawn ships on these places (i.e helipad?)
  12. Nice! It's a great starting point to do big things! I would recommend adjusting the attachment of it and learning to make a custom model.
  13. Alright, so on a second try I noticed the ship DID attempt to do the burn, as the throttle gauge went up, but the engine never fired?
  14. Hmm, I tried to click execute maneuver, then warped to my maneuver, and it said no control and didn't work.
  15. Would it be possible to make TCA work with probes with no connection, so they could auto-stabilize or complete maneuvers?
  16. Is there a way I can use only the flight computer with stock commnet?
  17. Is there a way to "blacklist" engines that dont work correctly with RealPlume temporarily? A hybrid SRB from SETI keeps creating a plume even though the engine flamed out.
  18. Oddly enough, reinstalling the mod fixed it, but the log WAS spammed with things like this: Basically, GUI's were breaking themselves. It may have just been a corrupted download of the mod, not sure why.
  19. For some odd reason, AmpYear breaks USI and Snacks life support for me, doing this: http://imgur.com/a/FJsa4
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