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Svm420

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Everything posted by Svm420

  1. Thanks for the explanation tetryds! Still no the edge of my seat for release. The wait is very worth it though. Wish squad had felt that way...
  2. Awesome to hear! I really like your style. Only pTexture style I like, makes for awesome looking lifters.
  3. 1.0 or 0.90? Also what mods are key for you?
  4. Would love this. This is what I wanted more than anything from 1.0. A heavy modded install just requires more parts for the same rocket, and it sucks compromising on aesthetics just to have a functional rocket. Is there a resource that has the new information on what a modder would need to target to change these limits?
  5. Thats the one that comes with pFairings? I just meant in the style you've made. I like the futuristic clean look. Just wondered if you had planned fairing textures of your own.
  6. I love the textures! Is there any chance for some complimenting ones for pFairings?
  7. I heard a terrible story about KIS and a docking port Sorry could resist. I too like the idea of a smaller radial part for longer duration minmus/mun missions
  8. I meant giving yourself science and money or was that removed from 1.0? I really hope you 2 saw the white text last time since you quoted me lol
  9. We all are. Ferram's mods are essential features AFAIC.
  10. For those too lazy to press Alt+F12 Kidding great work as usual. I may use this to introduce a noob to kerbal as contracts can be a nice direction for a beginner.
  11. It is unnecessary in 1.0 they made engines do this already. Actually that was wrong. This mod could still be used to reduce or increase ISP cross the board for resized planets or just cause. So i actually don't know if this works in 1.0 or not.
  12. * KCT Compatibility will work once KCT is updated. What does that mean? Is there something magico needs to add? Does he know about it?
  13. For personal use. What would the realfuel equivalent to EVA prop be? I am know some kind of monoprop, but wasn't sure what is used IRL. Thanks!
  14. Damn D you are fast was just coming to post this! No more save killing agencies!!
  15. It looks like buildings may be moddable. This would drastically improve career progression.
  16. I have a glitch with the last release for 0.90 of DD. With it dropped in an existing install I load a plane I have built previously and landed. When i try to control it none of the control surfaces move at all. The weirdest thing is I tried the latest version for 1.0 and it works fine being dropped in, but get spammed with NRE referencing externaltemp variable that i obviously know is from 1.0 only so isn't present in my 0.90 game. So maybe it is something you have fixed in the latest version(fixed -ve defection on controls surfaces?) I would really appreciate it if this can be fixed for 0.90. If not I am sure FAR will update son and Ill finally play 1.0. Thanks!
  17. Well I will try and report back once KCT is updated for compatibility! Thanks for the updates!
  18. Is this still compatible with 0.90? I am waiting for FAR for 1.0.
  19. As opposed to asking every single user who downloads a mod to add a step to there uninstall process yeah that is totally more right. /s There are more users than there are modders it would help more people for the modders to take task of not forcing pointless agencies that ruin saves on the end users. Thanks!
  20. Just tested and it doesn't work on 0.90. Would you be willing to compile it for 0.90 with your fixes ck? I would greatly appreciate it! Thanks either way!
  21. Will the dll work in 0.90 to fix that glitch? I know the cfg files are for 1.0 with atatch node changes. Thanks!
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