Overlocker
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Everything posted by Overlocker
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KSP Interstellar Extended Continued Development Thread
Overlocker replied to FreeThinker's topic in KSP1 Mod Development
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 -
[WIP] Nert's Dev Thread - Current: various updates
Overlocker replied to Nertea's topic in KSP1 Mod Development
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 -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Overlocker replied to K.Yeon's topic in KSP1 Mod Releases
The DDS format textures are supossed to be larger in the HDD than png ones no? -
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
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Overlocker replied to KospY's topic in KSP1 Mod Releases
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 -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Overlocker replied to KospY's topic in KSP1 Mod Releases
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? -
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
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KSP Interstellar Extended Continued Development Thread
Overlocker replied to FreeThinker's topic in KSP1 Mod Development
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 -
Veteran players reminisce: What was your first Munar landing like?
Overlocker replied to Tex's topic in KSP1 Discussion
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: -
You know you overbuilt your rocket when...
Overlocker replied to Deadpangod3's topic in KSP1 Discussion
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) -
Yes I can confirm that bug, is very anoying, but for me only the screeching sound is the problem, no sparks.
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[Spoiler] Easter Egg Stocktake 1.1.3 Done
Overlocker replied to MalfunctionM1Ke's topic in KSP1 Discussion
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. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Overlocker replied to RoverDude's topic in KSP1 Mod Releases
I don't know if anyone noticed my post in the middle of this Gfurst-Roverdude conversation about Aerodynamics:rolleyes: -
[Spoiler] Easter Egg Stocktake 1.1.3 Done
Overlocker replied to MalfunctionM1Ke's topic in KSP1 Discussion
Actually I had decoded the SSTV in a better resolution, so you can use it for your first post -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Overlocker replied to RoverDude's topic in KSP1 Mod Releases
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 -
Thanks! Now work as expected, also are you going to do an update so other planets and moons have different dirt effects ?
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[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
Overlocker replied to odin_spain's topic in KSP1 Mod Releases
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 -
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
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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
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Overlocker replied to stupid_chris's topic in KSP1 Mod Releases
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. -
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