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codefox

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    floating in code

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  1. I didn't test it yet but as long as this is the case, I'm still going for the re-code. Thanks for the info. I'm pretty much occupied in the next time but I'll do that.
  2. I didn't plan any update of this mod as Hullcam VDS already has this feature implemented now.
  3. Is the voxel model generated once or will it be updated when something moves, e.g. Infernal Robotics or cargo bays?
  4. I doubt thats a bug. The altitude shown in the top is the alitude seen from sea level. You could give KerbalEngineer a try, it shows you the altitude over terrain.
  5. Nah, I don't really give a damn on this, I was just wondering what the community thinks about this.
  6. Message of the day: Scientists are able to restore experiments so you can re-run them. That way you can just go on EVA, collect the data, reset the experiment and store the data in the command pod.
  7. Hey, so a friend of mine said "reviving" Kerbals (by editing persistent.sfs) is cheating, even if they died because of any bugs. I lost Jeb, Bob and Val because the Kraken hit my ship so I resurrected them. Do you think that's cheaty or do you think it's alright? How do you deal with losses due to bugs?
  8. I love this mod, keep up the great work. Had to be said! Such things should be stock.
  9. It works with 1.0. I didn't see any issues, tho I didn't try the containers. I'm using KIS instead, which is what everyone should do because the KAS containers are deprecated. Follow the instructions on deleting the parts from KAS before installing KIS: http://forum.kerbalspaceprogram.com/threads/113111-1-0-Kerbal-Inventory-System-%28KIS%29-1-1-1
  10. But shouldn't it be a bit of common sense that opening a parachute while your spaceship is on fire is no good thing? I've kept wondering about this for a bit. :S Actually, the parachutes were way too overpowered in 1.0 - I could just instantly brake during reentry when I opened my chutes. That was just stupid, I didn't even need heat shields when I had chutes.
  11. Probably because of this: (http://forum.kerbalspaceprogram.com/content/336-KSP-1-0-is-Released)
  12. I had to write at least one post in here! I had to. Can't wait for 1.0.
  13. How's that mod getting along with FAR/NEAR? Is it compatible or is the rocket overpowered using them? I feel like I have too much fuel left during landing.. not sure if that's intended or if it's an issue with FAR.
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