SydKhaos
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KSP2 Release Notes
Everything posted by SydKhaos
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Meta How would modders feel about posting to Nexus Mods?
SydKhaos replied to Happybara's topic in KSP2 Mod Discussions
146.85% SpaceDock for all things Kerbal and KSP related I say. I do use Nexus to mod ALOT of games, but only because in alot of cases that is the only place to get them. It is a horrible site (from a mod user point of veiw mind you, I have never posted anything there) that obviously does not care for modders or the moding games scene in general. No passion at all. The downloads are capped, unless ya pay subscription, at 2.3mb/s. The ads are relentless, and horrible, they will take ad money from anywhere. The only nice thing I could say about Nexus is the site is easy to navigate, even if your not sure exactly what your loooking for, but meh. @VITAS does SpaceDock use centralized cluster for server, or ya got bits hosted where ever ya can? -
That fixed it right up, thank you so much =) And lemme just say you hit the nail squar on the head. Size of UI is now just perfect on 4k screen. Big enough to see without being overpowering.
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There any way possible to add scaling function to UI. I play in 4k 16:9 and mod is just about unusable due to UI being so small (and my old eyes).
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Gonna start this off with a big thanks to the KSP modding community in general. You have made KSP1 one so much better for years, and KSP 2 more playable from almost day 1. Yall are amazing =) How hard is UI scaling? I see there is a mod already out for scaling the games default UI, but havent used it yet, the default scale is ok for now. I am having some big issues with mod UIs however. I am currently only running a few mods, IT calculator, Stage Info, and Maneuver Node Controller. All 3 are just this side of unusable for me as they are WAY to small. Would it be possible to add UI scaling to a mod at this point without messing with the game UI? I have never modded a UI so no clue what goes into it. I do play in 4k(16:9), not sure if thats important or not.
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Shouting is fun...you should try it sometime =P
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What about JUST the manuv planner? hehehe Mucking about with nodes seems like such a chore now after using MechJeb for so long. One of the very few functions of the mod I actally used.
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The Mess Has Started - Two Different Mod Loaders
SydKhaos replied to linuxgurugamer's topic in KSP2 Mod Discussions
Would like to throw my hat in the ring for BepinEx. Think it will suit better overall for the long-term. Also alot of people will be used to it already, so many games modded with bepinex. -
[0.1.0] Less Wobbly - Making Rockets Less Wobbly (maybe)
SydKhaos replied to linuxgurugamer's topic in KSP2 Mod Releases
Glad to see ya already on the scene Guru. Thanks for all the fish =) -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
SydKhaos replied to benjee10's topic in KSP1 Mod Releases
http://forum.kerbalspaceprogram.com/threads/117471-1-0-2-RasterPropMonitor-still-putting-the-A-in-IVA-%28v0-19-4-21-May-2015%29 For anyone else that have issues finding the thread. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
SydKhaos replied to benjee10's topic in KSP1 Mod Releases
Doing reinstall and kind for the life of me find current version of prop monitor...if someone would be so kind, thanks in advance =) -
Wow. thanks for updating RoverDude..and thanks for letting him Snjo =P So...was joking awhile back ago when I said RoverDude is cyborg made to fabricate mods...kinda starting to think it was not a joke.... So those movies had it all wrong....the Terminators are gonna be coming out of Mexico, not California...who saw that coming?!?
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New Heat System causes memory leak
SydKhaos replied to teraflops's topic in KSP1 Suggestions & Development Discussion
This is not being seen by 100% of players though....it needs to be narrowed down more ya. -
IDK about yall...but I have silly plans for as soon as KAS is updated!!! Gonna pick one of the winches and increase its cable length to 18KM. This winch will be mounted in little RCS powered craft. The anchor (or any other suitable weight) will be attacjed to winch cable. THE CHALLENGE: Get craft into extreme LKO...like 72/72Km orbit. The winch will be extended to lower the weight back into atmosphere...while the RCS body craft will stay in space. The idea here will be to see how long I can keep the craft in a 72x72Km orbit with just minor RCS! It should be lots of fun.....kerbals gonna die if I had to guess =P
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[1.12.x] Freight Transport Technologies [v0.6.0]
SydKhaos replied to RoverDude's topic in KSP1 Mod Releases
All the stock solar panels (except for static radial one) will radiate heat out of the craft...they say as much in the description now. The gigantor of course have the best value for heat dissipation. -
Personaly LOVE the MKS mod...and its perfect for what your talking about.....and really imo EPLP and MKS kinda go hand in hand! Other than that I have seen (in the past, you may have to dig em up) some stand alone expansions for TAC LS that can be used to make closed loop bases that are life support stable.
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OH SH** THERE'S A BEAR!!! Could you hand me that shotgun buddy...also that chair?!? (rep to fist that can name that song =P)
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[1.3.0] Stork Delivery System [SDS] version 0.2.6 [30.05.2017]
SydKhaos replied to riocrokite's topic in KSP1 Mod Releases
Just seeing this for first time, very well done!! As a MKS and all around KSP mining junkie this is the kinda lightweight mod I LOVE to see. So simple yet SO functional...one look at the provided screenshot and design ideas shoot to mind! Thank you for this =) -
So its not the same clamp bug that we saw just after v0.20?? Granted I have not bothered looking into it...but kinda figured it was same bug back again lol.