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bgeery

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Everything posted by bgeery

  1. AVC keeps telling me there is a OPM version 2.2.5, but following the AVC github link only shows 2.2.4. Where is the current version? Thx.
  2. Small nit. The directory structure of version 1.0.1 is messed up. Dumps everything directly under .\GameData\ instead of .\GameData\JetSounds
  3. I'd like to see most of these texture packs merged into PP. I have the following packs available, but I'm also looking for the Procedural Parts Extended (amarius1) texture pack. JebediahKerman42s Procedural Parts Textures 1.5.1 MainSailor's Gamma Textures 1.11 Planeguy868 Procedural Parts Textures Blackheart612 Procedural Parts Textures 6-8-15 Ven's Style Procedural Part Textures 1.1
  4. Watch his other KSP stuff. Very funny guy. Hope we see more frequent KSP videos.
  5. The first post mentions a "RCS Translate Only" mod. Does anyone know where this mod is available? The link does not work and searches just lead back to this thread.
  6. I love the idea. Needs to be expanded and fleshed out more. Just a few more ideas for you: How about improved energy efficiency, lowering power consumption of parts. And improved energy generation from alternators/solar panels/RTGs/fuel cells (and lower consumable consumption for fuel cells). Probably also improved (lower) heat generation from drills. And maybe improved crash tolerances for parts (or at least landing gear/struts and wheels)
  7. IMO this mod needs a GUI of some type. If I miss the quick message telling me what part failed, I have to hunt all over to find it. I'd like to see a toolbar button that at least displays a list of all broken parts. EDIT: OK I just noticed the broken part highlighting. Does not seem to always show up. I switch between DX11 and DX9 modes and it doesn't highlight in one or the other modes.
  8. I'll beta test for you. BTW, I did edit the UseSplitNeedle = false in the CFG file, as true is the default.
  9. I'm having problems with TC not saving some settings. For example, the placement of the FPS numbers Anyone else? I've reinstalled in a clean install with the same results. Using 1.0.4-hf-2
  10. It's 5 posts up. OCT 18th from westamastaflash.
  11. Has anyone made progress with getting this working in 1.0.5? This mod and Deadly Reentry are the only ones out of ~150 I use that don't work yet. Hopefully it's something rather simple.
  12. [quote name='Fwiffo']Does this plugin or something like it work in 1.0.5?[/QUOTE] Seems to work fine. Use the unofficial hotfix version in message 259.
  13. I love the new SRB Variable Thrust Limiter mod. Such a simple UI addition totally changes the SRBs usefulness. Thanks![URL="https://github.com/Crzyrndm/VariableThrustLimiter/releases"][B][SIZE=4][COLOR=#ff0000][/COLOR][/SIZE][/B][/URL]
  14. [QUOTE]I just put out a beta release on Github ([URL]https://github.com/Pharylon/RemoteTech-XF/releases/tag/1.6.9.0-beta1[/URL]). However, it's not really tested since I haven't been playing much KSP lately. Could you tell me what the claw issue you saw was?[/QUOTE]Hey, thanks for this. Prevents rage quitting when using RT. :)
  15. Anyone know why I'm getting an instant white screen crash when I try to warp over 50x? Is timewarp buggy in x64, or is a known mod causing the issue? EDIT: More info. It looks like it might be mechjeb. When it auto timewarps above 50x to a maneuver the white screen crash happens. EDIT 2: Even at just 50x it will crash it after some seconds. The current workaround is just don't use mechjeb's autowarp; manually warp instead, using KAC to make sure to stop before the maneuver.
  16. Just a note for those that don't want to install Unity just to get the two files needed: You can use something like 7-Zip to open the Unity installer and just rip the needed files directly from the installer. Now, has anyone compiled a list of the known mods that disable themselves under x64? I don't want to run Total Unfixer on the whole \GameData\ folder when only a handful of mods actually need to be patched. TIA. EDIT: Ah, Total Unfixer seems to only patch necessary DLLs automatically now. I remembered an older version would just patch every DLL even when it wasn't needed for compatibility.
  17. [quote name='DMagic']That's because Engineer has an extremely complex fuel flow simulation running. So it can figure out how much dV you have in each stage, how many engines in each stage, etc...[/QUOTE]Maybe you can get the numbers from Engineer if it's installed and just display them? Or perhaps use the code yourself in your mod (it's licensed GNU v3); why reinvent the wheel? Anyway, just thinking out loud. PS: didn't see your longer reply until after I replied.
  18. Roman-helmeting kerbals is just wrong.
  19. Kerbal Engineer has no problem calculating with staging needed mid-burn, so hopefully you can add that feature to your mod as well. Still, a big improvement over the stock functionality.
  20. What about The Simpsons? Change the skin to yellow and this mostly there. PS: I knoiw it's an early release, but how about converting the PNGs to DDS?
  21. [quote name='BigNose']The lights are still working as intended in KSP 1.0.5![/QUOTE]However, in career mode there is no entry cost in the tech tree for the lights.
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