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Steelrose

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Everything posted by Steelrose

  1. I don't know how I didn't see that. I guess over time they just built up. Thanks, it's seems to be working now. Lesson here: watch your directories and remove any old, possibility conflicting, data.
  2. I seem to be having a problem getting this to work. I used the module manager to install in and it seems to be installed correctly. The logs show it being loaded and I don't see any errors during load time, But I don't see the weld button in the VAB. Here is a link to the log file after the game was started, loaded a save game, went into the VAB, left the VAB, then closed the game. I really have no idea why it's not working. Thanks.
  3. No, I'm afraid I don't work for LEGO, and I found this thread after finding a review on it on youtube. My advice still stands though. But, hey, don't trust me, do a search on google and see for yourself. I'm sure there are hundreds of listings of copyright lawsuits that would show one way or the other.
  4. Okay I don't want to cause any problems here, but I have to ask this question. Did you get permission from LEGO to develop this mod? I ask this not to cause a problem, but because the LEGO is a copyrighted brand and without the proper permissions from the makers of LEGO, you could run into a whole heap of legal problems. I'm not totally familiar with the legal details of using copyrighted work in a mod like this and for all I know it might not be a problem, but I would strongly recommend contacting the LEGO and explain what you are doing and find out if it's a problem or not. Else contact Squad about this mod and ask their legal department what the general rules are about something like this.
  5. I've played KSP since .18 and I have to say that I greatly enjoy the game. Before I didn't use any of the mods because of, what I thought, were possible compatibility issues, but with .22 and .23, I have dived into mods with hunger. The main reason for this post is to recommend to the devs to take some of the mods and integrate them into the game. Mods include: Kerbal attachment systems UbioZur Welding Lazercam and docking lazercam Kerbal Joint Reinforcement Magic Smoke Industries - Infernal Robotics Extraplanetary Launchpads These mods have, as far as I can tell, become staples for any KSP player. As such, I think KSP would become better if versions of these mods were incorporated into the main game. Now many of you will note that I did not list mechjeb, this is not a mistake. There is a heated debate between those that use it and those that don't. I personally use mechjeb and I find it helpful with how I play, not everyone would agree. So I think mechjeb would be best served as a mod and not in the game itself. The mod I have suggested have become widely used and have become almost mandatory with every install of KSP. Kethane is another sticking point. The devs have already stated that there will be no resources in KSP. Okay then. I will not argue with the ones that have created and is working to make a game better. So I have not listed Kethane even though it is almost on every copy of KSP. I for one think that the modding system for KSP is fantastic and if the devs want Kethane to stay a mod, then a mod it is. Thoughts? And I'd like to hear from one or more of the devs on this. I read the posts on the front page but I'd like to hear what the devs think of these mods as well.
  6. Hurm... While it is possibly a great mod, I don't really like the idea of lasers transferring resources. Just a personal preference I guess. I'll look into a couple of ideas though. Thanks.
  7. So the next question is will the like be there after I exit and reload? If not is there a method for a more permanent connection between different modules?
  8. OK, new forum poster but I've been playing KSP since .18 and I have a question. I don't know if this has been asked yet or not (and sifting through 52 pages of posts is a little daunting), but does KAS work with other mods? Specifically I am wondering about the Kethane mod and the Extra-planetary Launchpads mod. In other words will the KAS pipes also transfer ore, metal, and kethane from say a drill rover to some 'extra-planetary launchpad' silos for storage and transfer ship parts to a 'launchpad' for construction? If so, then the capability of a fully functional Mun base is within reach.
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