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shdwlrd

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Everything posted by shdwlrd

  1. Ooo... I forgot about these drills. Brings me back to before resources were a thing with KSP. Thanks for bringing them back.
  2. I've found its common for games bought online to not have any guide for the controls. I happen to stumble upon them looking through the wiki. If you look at the PC controls for KSP, almost all of the keys for a 109 key keyboard is used for something. (My quick count is 133 different key and axis bindings for all scenes.) Now do that three times for the consoles. I can see some commands and UI control things getting missed during testing.
  3. Because there has been too many times where something was mentioned and it has spiraled out of hand. A good example would be multiplayer. There is still a lot of grief Squad gets about that.
  4. I agree with you on that. As I said, this just may be the first step. Was it their best choice, probably not. But we know Squad doesn't always make the best choices. Most of your gripes I do agree with. But they have to start somewhere and they have to keep money coming in.
  5. I wouldn't say challenges and user defined and shared mission isn't wanted. There are many challenges and users doing them. You may not want to see this particular feature, but there are users that do. Does it affect the whole community, no it doesn't. But it may lead to something that will. We just don't know, only Squad knows what their plans are after the expansion is done.
  6. The collar could be a multiple pieces? That could be possible. The real question is how to they get their big heads into those helmets? I don't see any seams where they can split.
  7. Icecovery, Me and my laptop thank you. This will free up a ton of space on my little SSD.
  8. It looks the same, that's what I'm going to relate it to.
  9. A kerbalized version of the Dyna Soar, neat.
  10. @LawnDartLeo you will have to mess around with MJ's attitude adjustment settings. Also, if it's flipping on launch, grab the RCS build aid mod and balance the thrust and booster positions so there is little to no pitch rotation during liftoff.
  11. I didn't read it as such. I guess I missed the point of the statement. Subtly alludes me at times.
  12. Just playing devils advocate here. Wouldn't that close the door for console players when it comes time for their DLC release? (I'm basing the question on the something that may or may not happen in the future. I don't know or use consoles, but I'm throwing it out there anyway.)
  13. Yep, that's it. Thanks. My problem is the messages are displaying green over a green back round. I can't make them out readily. Its been four years. Time flies.
  14. Simple question, where do the exported maps save to on a windows setup? For some stupid reason I can't remember.
  15. Looks like Tundra Exploration has some competition. I'll have to check this out this weekend.
  16. I don't do weapons in KSP, so I have to ask. Removing or remarking the weapon modules in the configs shouldn't break anything? I've always loved the TOS ships. There is a simple elegance to them.
  17. Sometimes you'll supply a solution and never even realize it. That's the beauty of collaboration.
  18. YES!!! Thanks @linuxgurugamer and @Starwaster. My favorite probe is back crawling around again.
  19. Yes it is. The more wheels to share the weight, the better. Thank you.
  20. I do have some standard designs that I use for more routine missions like satellite placement and crew rotations and resupply. I tried to keep a TWR to no more than 1.3 and a DV of 3700. I usually use MJ for launches and 3700dv is usually enough to get to a orbit of 80-85km with fuel to spare to de-orbit the 2nd/3rd stage. I don't play career, I just do it to keep my airspace(?) clear of debris.
  21. Cool, I forgot you can rescale the wheels with KSP wheel. I haven't touched my modded game in awhile. Low height cargo planes here I come... Ok, I was thinking along the lines of the center main gear of the Boeing 747 like the image in the spoiler. So one part can be used for main gear for larger crafts. The tricycle gear lay out would be cool to see. It would make it much easier to put together a modern style gear layout for smaller crafts. If you're suggesting something like a rovemate with build in wheels, that would be cool. No more struggling to fit everything you need on it plus trying to find places to add the wheels. I wasn't suggesting that any special scaling be done for them. They just look really small, or tiny compared to the 1.25 parts you're using to demonstrate the wheel box with.
  22. A few questions about the wheels. Are you able to use tweakscale on the dual wheel? Is the box of wheels adjustable like the adjustable landing gear? Is there plans to do a 2 gear version of the box of wheels? It would be perfect to use as a wing root/gearbox for larger planes. The wheels on the box of wheels seem a little small. Are the wheels themselves adjustable?
  23. Thanks for looking into it. With your catalog of 70+ mods you manage, I can understand if this one doesn't fall under your banner.
  24. My search failed to find anything about the critter crawler when I made the request. I search today and I find stuff, go figure. It looks like it's known to be broken and synthesis checked into the custom dll for it. It was found it needs to be redone. If you still want to take a look at it. Here is the most current link for the critter crawler I was able to find. https://www.curseforge.com/kerbal/ksp-mods/bdynamics/files Thanks.
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