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Poofer

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Everything posted by Poofer

  1. 400 more for 3500, we must go faster
  2. we have hit hype velocity, this thread is now escaping the forum
  3. Harvester Harvester Harvester Harvester Harvester Harvester Harvester Harvester Harvester Harvester Harvester
  4. Max posts per page, 4 pages till 60.
  5. how many round trips to minmus can the hype fuel
  6. edit 2: nvm, my manager derped and placed the folder in the wrong section. ill reinstall. edit 3: excellent, it works!
  7. well interstellar lite needs scale for its reactors/engines/etc. but as far as i know the version is currently bundled with is broken with .25, so i don't know how to go about it.
  8. seems we finally have a solution! http://forum.kerbalspaceprogram.com/threads/98293-0-25-TechManager-Version-1-0
  9. Brilliant!, if we can get wave/fractal to adopt this in their releases things will definitely go a lot smoother.
  10. it means beating around the bush and jumping trough unnecessary hoops for an issue that frankly is way beneath it. it is a mod that is outdated, abandoned, locked for no good reason other than bragging rights since it pulls no money (nor it should), it provides for better or worse a key element into more deep gameplay and right now is doing more harm to the community by tying everyone's hands with legal jargon that is never gonna see a courtroom. Seriously...
  11. i know what you mean, there is actually a way: modpacks. The program allows you to pack up a selection list which can include the download information and/or archives so that you can import it into another install. i don't know however if modpacks can be exchanged between users: say someone has a scott manley mod compilation and packs it up with the manager then people will just be able to start a campaign using the same mods. you can do this with the export/import button btw
  12. i just gave up on my save; started a hard career with every mod up to date except kspil, which in turn doesn't work as intended because of this. i figure if i take it slow and since it's already 50% science penalty it's gonna be a while before i reach the interstellar parts that have custom nodes by which time i hope this matter is resolved one way or another.
  13. seems rather silly when people become overzealous, restricting the community with licenses and then abandon the project. if authors aren't planning to maintain their projects at least leave the door open for others to build on them...
  14. i had it happen with about 5 different mods including kethane, far, remote tech, kjr. also i did stumble upon that pesky bug someone mentioned earlier about some mods showing as checked but only the gamedata folder and nothing "below" was checked, thought i'd mention it.
  15. the parts themselves have a configfile where it pulls the required tech, maybe changing it to a stock node would suffice but i'd rather wait for custom nodes to return.
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