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Capt'n Skunky

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Everything posted by Capt'n Skunky

  1. Decouplers have a limit to how much stress and weight the can handle, just like they would IRL. If your rocket is falling apart, you are overloading your connections. If there was no limit, people would build Borg ships on the pad. Cheers! Skunky
  2. You get pretty fireworks is what you get.
  3. Of course! And their leader is Kerdolf Kitler.
  4. Same issue. What ever you have above the coupler that's breaking is too heavy for the coupler. This is by design as there has to be a limit.
  5. Ah, I've not tried his parts. What version of KSP are you on? The experimental version might be needed. Modders aren't very clear on which version they require. Not much I can do beyond show you how the folder structure and files should be arranged. Try Sunday Punch's Wobbly Rockets, it's prolly the best and most stable pack of mods out so far.
  6. First off, what mods are you adding? Second, try adding one new part folder at a time. If one of the parts is bad or installed incorrectly, the game will freeze on loading. Eventually an error dialog will be kicked, but that's not a top priority atm.
  7. Pretty sure there is something planned in the distant future that will be in game. In the interim, several people have stepped up to give us some centralized place to find things. I don't think the intention is to become a Nexus like site.
  8. You need to put downloaded parts in their own folders under the KSP\Parts folder. You should have something like this: KSP\Parts\newpart1\<files> KSP\Parts\newpart2\<files> Note: The Wooden Rockets mod will OVERWRITE the original vanilla parts, so do a backup first.
  9. Any chance you could rename these to be new parts instead of reskins of existing parts? It's making it hard to maintain the vanilla and modded parts you're skinning. I love the look, just want to be able to pick between vanilla and your skins. Also, can you put a version number in the topic title please. It makes it easier to tell when things have updated. Cheers! Skunky
  10. Might I suggest you put the date of latest update in the original post. It would help to know if I need to check the thread or not.
  11. The MODS folder is a NEW folder. It's where you keep deactivated mods that are ready for activation. Organize your folders under MODS by Mod name. KSP\MODS\Bubbas Mod\Parts\part1\<part1 files> KSP\MODS\Bubbas Mod\Parts\part2\<part2 files> KSP\MODS\Joes Mod\Parts\part1\<part1 files> Then when you use GME to activate, say Bubbas Mod, it copies the files from the Bubbas Mod folder as if it were the game folder putting everything in the right place.
  12. Generic Mod Enabler http://www.users.on.net/~jscones/software/products-jsgme.html This app is perfect for this. Allows you to copy groups of files, i.e. mods, from a MODS folder to the game folder. When I get new version of mod, I deactivate the mod, copy new files into MODS folder, then reactivate it.
  13. Some of my more spectacular rocket failures would qualify as 'digging machines' based on how hard they hit the ground and how big the explosion was.
  14. If you add a retro module to your stack and follow it with either SAS or DeCoupler, you can't add the other. Example: Retro -> SAS !> DeC Retro -> DeC !> SAS This is with 0.8.5 experimental release.
  15. Without a doubt, the best mod pack out there! Thanks Sunday, your shizzle rocks!
  16. Interesting. How does the LT-20 lateral coupler work then? I realize you can only have one snap point, but if the LT-20 can connect two side-by-side 1 meter rockets, I don't see why it can't be done with 4.
  17. Any chance we could get an adapter to go from quad 1 meter stack to your 3 meter size?
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