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Everything posted by AntiMatter001
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
AntiMatter001 replied to stupid_chris's topic in KSP1 Mod Releases
glad this is still alive. i was about to rage about stuff and ask for bans (which would get me banned no doubt) but then again wait a day and the whole commuinty brings someone around... that's...kinda scary... -
i'd like to get a fake camera that acts like the flag in ksp. you can place one down anywhere (preferably infront of the kerbal) just for screenshots because i have a project coming up for taking pictures of the estereggs around kerbin and maybe the Mun and others as i get more people aboard and we'd all really like something as simple and silly as a fake camera to put down for our kerbals to "take pics" with. what i'm thinking of (for design) is just a simple tripod and small camera in a whiteish used box. (burn marks,scratches etc.) (sorry for title... i'm bad at this "thread" thing >.<)
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true, the user below me gets jeb stranded on a planet first (rather than bill or bob)
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Help With ATM (one question)
AntiMatter001 replied to AntiMatter001's topic in KSP1 Mods Discussions
thanks alot. -
i'd like to just disable ATM for flags and agencies. is there a way to do this and how? thanks for any help given and after the question is answered just lock this thread i don't want spammers or trolls to reek havoc.
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LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
lack i hate to be a baby but i had to re install KSP recently and due to that fact i lost the tweak scale .cfgs if you have them please pm them to me or just put em on the front page and pm me with a heads up. thanks... *grumbles about spending an entire day redownloading ksp* -
or you know... google cardboard.... they work too.... and they use your high end phone for something other than calling people... EDIT(i remembered what i was gonna say ): hi sorry for bothering anyone on this but i keep getting JSIactiongroupswitch and JSIswitchablelabel initialization error when i select the cyclops pods from the "retro future" mod pack. i've tried re-installing them with no luck... the RPMs work and so do the actiongroups/switches. oh i get these errors in the SPH/VAB. so any help on the matter?
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i was going to ask nicely for you to give something a bash before i saw you having trouble trying to update your mods. sorry for the game breaking almost everything you've put your heart and soul into if your intrested i was originally wondering if you could do the swordfish from the anime "cowboy be-bop" but if your kinda stuck for time or this isn't your sort of cup of tea please don't be afraid of telling me so. i don't mind trying to build one out of parts i have in ksp or going to someone else for pointers anyway good luck with your mods and don't stress yourself out. also drink beer. it helps
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HypeTrain: The mechanical nature of it.
AntiMatter001 replied to Whirligig Girl's topic in The Lounge
what i want to know is why...just why... why is this so AWESOME!? XD (seriously (sorry to for being slow but) what is this topic? is it just messing around and talking about a metaphysical/metarealistic train that runs off 'hype'?) -
i'm sorry if this is in the wrong thread but I've been going through my game with just Kethane installed in fear of messing something up if i install Karbonite... now my question is, if i install karbonite will it work with/alongside kethane as just another resource (like EL) or will it get upset i'm using Kethane? (also will i have to install this alongside karbonite?)
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just a heads up but with the new funtion of infernal robotics (the one where you can start to move servos and stuff in the VAB/SPH) some of the alethlete parts confuse me because they rotate both ways even when placing them on a node but when i launch my craft the one i joined onto the node doesn't move. if this is a real soddy explanation then sorry my explanation skills need work
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
AntiMatter001 replied to PolecatEZ's topic in KSP1 Mod Development
uhm... is this updated to the new B9? i tried and the cockpits,wings and fuel tanks are all untextured... halp? -
i saw the alierons don't work and there isn't enough lift too. i found something else too. the front wheel when retracted seems to have a mesh that still collides with the floor and when i've tried raising my gear to speed my slowdown on the ground it seems to drag along (retracted) and also get ripped out
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
AntiMatter001 replied to bac9's topic in KSP1 Mod Releases
i come back from summer dreading having to update my mods and guess what just blows my computer up? NOT B9! xD no i tried running planatary alliation on my computer and it almost melted. in other not so unrelated news this mod is uirbhgfundkngbneimjfjbufneibngubejfpinounpi* awesome *(this is just me spazing out and drooling on my keyboard at the graphics. i'm using texture magnegment and yet it still comes off looking HD) gj bac and keep up the damn good work- 4,460 replies
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ok instead of me bitching about how i like this mod but hate the suspension i'll instead ask a simple question. How do i adjust the values in the SPH/VAB so that when i launch it it doesn't tilt back or forward? (i've already messed with my CoM with no success) (sorry i said one but i thought of another): how, if above is imposible" do i disable the suspension? (i'm guessing it's hard coded)
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
AntiMatter001 replied to BahamutoD's topic in KSP1 Mod Development
just out of curiousity how are you changing vehicles in mid air? everytime i try and do that it says "can't change ship while in atmosphere!" also i .cfg edited the .50cal turret to be bigger than the M1A1 tank cannon and made it fire the cannonshells too (and the recoil is way down ) so yay! space battleships! (that look like they're from HW2) oh and i noticed there isn't any "ammobox" for the M1A1 so i re-scaled and re-textured one of the ammoboxes to be as big as the width of the tank turret and hold around 40 shells. just. you know... doing stuff i thought might be fun anyway i'd like to see a proper ammobox for the M1A1 cannon. thanks and great mod! -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
AntiMatter001 replied to Tiberion's topic in KSP1 Mod Releases
aaaaaaaaand this just crashed my 64-bit game. i'm very certain it's due to lack of memory not the mod. anyway i'm glad there is an update. now to do crazy stuff... like always... posibly with jeb being the cause... after i get this working so many mods -
LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
thank you. -
LLL - Lack Luster Labs - Development Thread
AntiMatter001 replied to Lack's topic in KSP1 Mod Development
i keep hearing "LLL trucks are out" but i don't see a DL can Lack or Mr.wizard uhm help me out here? i think i must be blind x.x