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Alewx

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Everything posted by Alewx

  1. The SF is destructable buildings. But my guess for the big underlining framework that it contains is an improvement in groundscatter and procedurally generated destructable cities on kerbin. Every time you damage somthing it will costs you founds and reputation.
  2. Well upgradeable buildings would be nice but what should be the effect of it? - reduced costs? - more science? - just bigger buildings? And again it would be just something for the carrer players, sandbox would just get a new message "not available in sandbox", and that is not really cool.
  3. Impressive base, EVE overhaul and KSP Renaissance? But assmebly on minmus and launching from there... hmmm feels little bit cheated, but ok, mine did'n even get from any ground. *gna* Oh and also did you make this with x64?
  4. I know your pain stable 64 bit would be enough no matter if unity4 or 5 Currently I can't launch my ship to orbit for assembley. Do you use any welded parts? 518 sounds super optimized.
  5. Nice nice, really impressive, it is a construction that every mega ship will have to be measured to. How does your fps play with this beast? And what is the partcount of the ship, without the contained assembly parts in the storage fairrings.
  6. The different behaving of the reactors and generators should still be possible with tweakscale, but the real first time to try is at the weekend for me.
  7. That is not a joke, that is sad reality. I even got crashes just by using x64 with alternate resourcepanel. IR is so rocksolid, it naver gave me any real trouble, except when I use it out of it natural bounds.
  8. Won't happen, they never make any mileszone in time. Also they never gave a release date because they know they never get to it.
  9. Exactly but KSPIL not only reduced complexity but also improved the usability on the playerside. Naming tweakscale here is the most obvious Point. What I would hope for would be tweakscale in the KSPI version or other little tweaks that improve the handling of the mod. BUT I didn't try 0.12 so there might already be some of them. But your trip for the exchance of the fuel is a good example, I like it as it shows the complexity of the mod, but the handling, how you do that, there is potential, don't you think?
  10. For me both do not work so well. I hope that an update from 4.5.2f to 4.5.4 in untiy makes any increase in stability, but honestly I doubt that unity was able to do things right.
  11. I'm not gonna set up a complete new system with unix just to have a stable Linux build in 64bit... Better than listing again all hints, would be the guesses that were named so to compare them.
  12. oh oh oh, I got an idea, something that no mod has done before, giving us a rockstable 64bit Version of the game
  13. Really you are going to let us guess and wait till friday? seriously? that is sooooooooooooooooo extremly brutal
  14. Squad was and is still deeply a PR company, they won't tell us what the secret feature is, that would totally go against their roots, and be nonsense before the release. So take it with fun.
  15. That has not been done with any mod before.... That is giving me a hard time.
  16. Kerbals that are leaving the Space Programm because they were treated badly. Asfaik no mod has done this, You have to deal with the consequences, skilled Players treat their kerbals well, it should not happen too often. And as preparation for more kerbal integratino in 0.26 it would also fit.
  17. Tweakscale interacts with the current model in the Hangar, while welding reads the things from the configs. I'm already looking into this, but was currently not able to find any help.
  18. It works fine in 24.2, you just have to use the fixes from Girka2k on the page before.
  19. I would really like to have this as a module to add to every docking port. to get nice aligned docked ships and stations.
  20. Man, you are awesome Some of the best bugfixes and Features in such a short time in your plugin, respect.
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