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Overlocker

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Everything posted by Overlocker

  1. Wow, if CTT is a hard dependance, what about Tweakscale? Really, this mod is really dependent on that, I like the compatibility with stockalike mods and also with realism mods, but that thing about Tweakscale that you NEED it actually is one of the worst downsides of this mod. I was really hoping that on version 1.0 this mod would be more independent
  2. I was going to download this because of the fixes and when I was at Dropbox It said the file was uploading... I think I want things TOO early
  3. The DDS format textures are supossed to be larger in the HDD than png ones no?
  4. Actually I have a crappy computer, so just after loading it on the Runway the FPS goes to 2 or 1 ... so I can't fly it for screenshots sorry.
  5. This small SSTO not only looks cool, but also can go to a 75 km orbit in the new 1.0.2 aerodynamics... with a payload! The only mod I used is the Mk2 Expansion that is actually where this SSTO shines, it can go to orbit because of the Two-State Air Intake and the ESTOC engine parts. This is also is a VTOL ONLY SSTO, because only uses the engine in close-cycle mode, 2 airbrakes and 8 vernor thrusters to land after a reentry. Also if you want to proof that it can go to orbit here's a Small Imgur Album DOWNLOAD
  6. I love the Harpoon part, and also the reworked models and textures, they feel more stockalike. Also... I love the space pirate look of that pic
  7. I know that there's a bug with object that are detached in space by EVA becoming debris and have the Unknown Space Object icon, but has this Krakenified Bill Kerman something to do with that bug?
  8. Actually a resource system for career mode will be great, but you have the job half done with Kerbal Konstructs fuel tanks, they are resources that can be used on flight. So the things that are left are the storage for other types of fuel (like maybe you want to boost your funds by taking some Karbonite or stock Ore to the KSC) and also different tanks around the space center... that can take a while, as destructable buildings and building tiers aren't still at Kerbal Konstructs but planned. I hope this is something like the idea on your mind
  9. This version actually has better Memory saving with the DDS textures, but I prefer the normal version of Interstellar because I think that tweakscale kills the ''Having ONE part for each situation and case'' rule of Stockalike mods. Yeah, I know this isn't a stockalike mod but I always play with them, like Necrobones ones, Roverdude ones and NearTech pack. With this I wanted to ask for a version WITHOUT tweakscale compatibility, I don't want it to be removed, but if you don't have it at least having normal 0.625, 1.25, 2.5 and 3.75 meters parts is ''more stockalike'' I hope this post go into consideration when full release, not BETA, is out
  10. This is the first ship I have uploaded. Is not high on part count, only 189 parts, and also is totally stock except for 2 fuel tanks and the turbines that come with the QuizTech AeroPack. DOWNLOAD
  11. I remember back at those very early versions when only the Mun and Kerbin was on the game and you must land on the Engines... those where good times:rolleyes:
  12. When you use a massive SpaceY SSTO lifter to get into orbit a full StarLifter (the one with from the pics from FTT thread) with full metalic ore cargo. (Actually the Freighter mass is 5000+ tons)
  13. Yes I can confirm that bug, is very anoying, but for me only the screeching sound is the problem, no sparks.
  14. Actually I had decoded that thing about 1 year ago, but I think I had used Scottie 2 or Scottie DX for RX Mode but the most important thing is to turn on the Slant mode, also the program is MMSSTV 1.13A. Also I like ''your Easter Egg'' on the Developing Duna chapter 6, I wonder if Kerbal Konstructs allow people to make not only Easter Eggs but with SSTV or projective messages like yours.
  15. I don't know if anyone noticed my post in the middle of this Gfurst-Roverdude conversation about Aerodynamics:rolleyes:
  16. Actually I had decoded the SSTV in a better resolution, so you can use it for your first post
  17. That some good model for the shopping cart, actually if you attach some engines to it its pretty similar to the Scott Manley stock one, but smaller
  18. WOW! That Wing-Engine part is awesome, I think in a few days after the next update RoninPawn will remake his HeliCarrier... again
  19. The Sounding Rockets are a very useful when very early at tech tree as an alternative to launching ''Fleas'' with command pods on top of them, but I think the science experiments work a bit OP when you can use it EVERYWHERE. So I don't mean that it can't be used anywhere but the Kerbin atmosphere, because I like the idea of using it with KIS on other planets, but I prefer to only use it on ATMOSPHERES, because is more realistic. Think about in normal TechTree or CTT you can use it to do near all the early records and contracts unti you reach the Orbit Kerbin one, then other rockets are more useful, so the idea of atmospheric only experiments will be great
  20. Thanks! Now work as expected, also are you going to do an update so other planets and moons have different dirt effects ?
  21. I don't know if its your mod or the Contract Configurator, but the lastest version makes ghost versions of objectives appear near the ship when you launch it. Also if you can make some sort of BDArmory Tech Tree with module manager, so anyone using this mod will have 500lb Bombs and the Hidden Vulcan at the first tech nodes instead of waiting until precission engineering
  22. Actually theres a post about new Heat Mechanics right here http://forum.kerbalspaceprogram.com/threads/118192-1-0-Cooldown-A-Community-Discussion-of-Heat-Management, and also it models the black body radiation so darker parts will be useful going straight into the sun in a perpendicular position to it
  23. I don't know if Squad implemented intravessel parts collision, but I was fliying a plane with this awesome mod, the version above of course, and the landing gear still showed sparks at high G even with it retracted, also the sparking sound was still playing. A bit anoying bug but I hope this can be fixed
  24. Some NullReferenceException with this new update, I had this when testing on a flight and inmediatly after launch the parachutes dissappeared from the staging. Also at the editors after reverting to VAB, the mod parachute tweakening screen doesn't appear.
  25. Well things that are WIP aren't supposed so be in an 1.0 version, so maybe he was wokring on Terrain Scatters. That feature has been in game for VERY LONG time and is still WIP... maybe until now
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