Drakoflame
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
Drakoflame replied to pizzaoverhead's topic in KSP1 Mod Releases
Couldn't you just re-make the textures yourself (that way you can't be C-R'd for stealing textures) and then re-package them with the mod for future releases if Squad scraps these awesome textures? I know absolutely nothing about how things like this work, so I'm only assuming that it would be as easy as re-creating the textures (like having the originals open, and then re-creating them on your own in an editor of some kind), then re-pathing the mod so that it uses the textures that you made rather than the ones in the default files? -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
Drakoflame replied to pizzaoverhead's topic in KSP1 Mod Releases
it uhh... seem you were going... just a liiiiiiiiiiiiiiiiiiiiiiiiiiiiitle to fast... otherwise that looks really awesome :D! -
[1.2.2] Centauri Dreams - Explore Alpha Centauri
Drakoflame replied to hikoriyami's topic in KSP1 Mod Releases
That sucks that you couldn't get it to work.. it would have been really cool to see it work like that. Maybe if/when you do make it compatible with Galactic Neighbors (I don't think they'd mind, seeing as like... 4 of all the listed mods are actually updated and work...) you could get it to work properly like the Trinary it is, with a Barrycenter orbiting a Barrycenter and another star XD and cool! its always fun to see mods that people created for their own fun released for others to play with too -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
Drakoflame replied to pizzaoverhead's topic in KSP1 Mod Releases
**slow clap** you sir... deserve to be imortilized in a monument for re-introducing this effect... Quick! someone make a mod that lets you place monoliths, find one of the special green asteroids, attach the monolith to it, and put it either into orbit, or send it through the Atmosphere -
[1.2.2] Centauri Dreams - Explore Alpha Centauri
Drakoflame replied to hikoriyami's topic in KSP1 Mod Releases
you know what would be really cool? If @Sigma88 could get this to work with his(? a couple people work on it, i'm not exactly sure) mod "Galactic Neighbors" because it would be super awesome if there was a trynary system orbiting near by! Hmm... now I wonder if it would be possible to get these planets to work with his other mod Sigma Binary... it might be hard because the way you have this set up, is with A and B orbiting a Barry Center with Proximus orbiting around that. It'd be really cool (If you havent tried already either) to get A and B orbiting a Barry, with A-B Barry orbiting yet another Barry, with Proximus orbiting that! ANYWAY! I'm off to go explore the... *counts planets* uhh... 27 or so new planets that I have thanks to OPM (By @CaptRobau), Kerbol Plus (by @amarius1), and New Horizons (by @KillAshley) and yes... I'm still looking for more stuff to add... I think the hardest part will be using Antenna Range to still be able to still send probes to them all without setting up a bunch of interstellar satellites XD -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Drakoflame replied to DuoDex's topic in KSP1 Mod Releases
I'm not sure really, Its been quite a while since I did a mass science mission, I'm still struggling to get to the Mun after restarting a few times. If I run into any generic Squad ones I'll try to run it a few times and see if it keeps giving the same one and I'll let you know! -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Drakoflame replied to DuoDex's topic in KSP1 Mod Releases
uhhh... I'm not sure... like... just sometimes the comunity logs don't show up, and its the default Squad logs -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Drakoflame replied to DuoDex's topic in KSP1 Mod Releases
Can confirm more or less works with 1.1.3. I've always had issues with some of the science logs not displaying, and getting the generic green copy/paste that Stock is from some of the science, but I do get witty comments and things, for example, while "landed" in a grasslands biome, I had jeb hope out and cling to the ladder, do an EVA and got something along the lines of "Just don't let go", I was laughing so hard I hit the space bar and Jeb fell down... couldn't get back into my ship so I had to recover him, then the ship X3 -
Dang... I was really hoping I'd be able to fudge something... I wanted to use it with OPM (and a few others, I just discovered you "Galactic Neighborhood" mod and am looking at the thread with a list of compatible mods XD)
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If we plan to use this with Antenna Range, what steps should we take to get the high ranged antenna? I like the limitations of Antenna Range, having to set up relays, but I don't like the realisticness of RemoteTech, I preffer having a 1:1 reaction time with my ships, and accidentally flying behind a planet, loosing control of the ship, only to have it crash into a moon or burn up in re-entry, doesn't really appeal to me. Would it be as simple as ripping the mod part from RT to make this work? or would we need to do some slighly more cheatsy things to make it work? (IIRC I had ripped the seismic sensor from Interstellar Quest back in uh... Beta I think, maybe .90? maybe earlier I can't remember. For the most part the single part I ripped worked, I just got an error saying the mod was installed incorrectly every time I started the game XD)
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Drakoflame replied to DuoDex's topic in KSP1 Mod Releases
I hate to be that guy... but... well I mean I'm going to test it, it'll be a little while before I respond, but does anyone know if this would work in 1.0.5? theoretically it should... I mean as far as I know, the way science is done and all that hasn't changed, so this SHOULD work... I'll get back to you guys in a bit -
What are your quality settings at? If you have them set to low, it might be the reason for that, but other than that, I don't know why it would give them such a low res image
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Scrutinizing complete, Info: It looks great! As you said, its a first draft. Now, about this probe, what SAS level will it have? IMO: if you can maybe put a few dents into the side (via textures to avoid hi poly count), you could totally get away with this being a SAS lv1 or even an SAS lv0! Maybe another one with similar design (and textures) only with "Space Tape" in the place where the dents were, giving it a "better" look and thus a higher SAS level (next level up of coarse ) And to test my hand at my rusty math skills, does that probe (In the picture) have a 72 poly count? Somewhere near there~ish The description for the first one could be something like: "We found it on the side of a rode, taped to the side of a cardboard box with 'tIme MacHine' written on the side. Unfortunately when we turned it into the lost and found, no-one claimed it so we took the rusty metal thing off the side of the box and decided to attach it to a rocket with hot glue! So far we've only had two reports of explosions" And, if you (or anyone reading this) don't get the refference, its to Calven and Hobs, their Time Machine being a box with something like "tIme MacHine" written on the side.
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by all means YES! Please enter, bring this thread back to life! GIVE IT A SECOND CHANCE!! I'm sure there are alot of people out there who want to start a mod, but arn't sure where they should, or how, and this is a GREAT way for them to get a bit of experince and feedback on their mods!