

Tindahbawx
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About me
Bottle Rocketeer
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I DON'T FOUND THIS MOD. pls help
Tindahbawx replied to VAN DARKHOLME's topic in KSP1 Mods Discussions
No idea what mod it is but heres a brightened copy of that image for anyone else peering into the dark trying to figure out what they're looking at:- 10 replies
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- mods
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WIP - Environmental Visual Enhancements Development
Tindahbawx replied to rbray89's topic in KSP1 Mod Development
Could you post the changes you made? -
Is there an issue running this together with Tweakscale and Tweakable everything? All my parts from the DMagic pack are tiny! This is what the mag Boom looks like scaled up to 400%. Thats sitting on a Stayputnik at 100% size. I'm running a whole bunch of other mods as well, but none that, as far as I know have anything to do with re-sizing parts. Anyone else had this issue, and might have an idea whats causing it? It makes the parts awfully hard to click on.
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[1.12.x] Custom Asteroids 1.9.0 - January 24
Tindahbawx replied to Starstrider42's topic in KSP1 Mod Releases
I DIDNT ASK FOR THIS! How do I stop it spawning asteroids? for some reason, once it starts on my setup, it just never stops. Needless to say, this makes the game somewhat laggy. -
Works great, not a fan of the stock one, this is an improvement. Thanks man! Would there be any way of making it show the rewards for each specified contract in a future update?
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Top of the forum in the header. Click the drop down menu titled "Forum Actions" then click "General Settings". On the new page about 1/3 the way down you'll see the section "Thread Display Options". In that section there is a dropdown called "Number of Posts to Show Per Page". Change the dropdown to whatever figure suits you best, then hit save at the bottom of the page.
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Some things gone weird in my career mode with Mechjeb. I had the first tier of Mechjeb components unlocked, translatron, Delta-V stats, all that good stuff. Today, when I moved up a tier in science from getting a ship back, I unlocked the next level of Mechjeb additions, node planners, etc, but have now lost access to the previous tier of Mechjeb components. Does anyone know how to fix this? I assumed when you unlocked new science with Mechjeb features in it it was a purely additive process, as in you got the new stuff in addition to what you already had, its certainly the way I remember it working about six months ago. Any ideas?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Tindahbawx replied to TaranisElsu's topic in KSP1 Mod Releases
I've went ahead and done that for each of the Parts: https://www.dropbox.com/s/8u8cgt2llq8ecqj/TAC.zip You want to extract that .zip directly into \KSP\GameData\TacLifeSupport\Parts\LifeSupportContainers folder, overwriting the original files. If you want to change their location on the tech tree, just open each .cfg file that is there. Lines 28 - 30 read: // --- editor parameters --- TechRequired = survivability entryCost = 2800 To changes the tech level required, just substitute "survivability" with whatever tech level suits. In this case, capatilisation is important! Hope this is helpful to someone! -
Can you change your flag in a currently in-progress save? Is it really? Photoshop CS2 is pretty damned comprehensive too. I was running it for ages until I updated to CS6.
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This explains everything.
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Retro rocket most of it, however if it stays in orbit because I didnt apply enough force, it stays there until the cleanup ship arrives. Anything that crashes to the surface and survives gets deleted, I'm just going to assume the Kerbals find it lying about one day and lug it back to the space centre after giving it a quick polish.
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So....what you're saying is that Kerbals.....are machines?!