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StickyScissors
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Everything posted by StickyScissors
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Gimmie gimmie gimmie! That shuttle stack looks a lot cleaner with the modular parts than some of the mods that are dedicated to shuttles Those SRBs look a wee bit too tall, however
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
StickyScissors replied to KospY's topic in KSP1 Mod Releases
So, still having issues with the inventory lag while doing stuff in the editor that i mentioned 1 page back, and it's really starting to irritate me. is there any way at all to temporarily disable the "drag part into an inventory" feature so i can select parts without having to wait a few seconds for it to pop up? I need KIS to assemble a duna base, but again, the lagging is ridiculous. I'd submit a bug report to github but someone else already has and nothing has been done about it, unfortunately :/ -
I believe it was Nertea with his CryoEngines and/or the NearFuture mods. I'll see if i can hash out a quick MM patch or something to get them to include
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A requst/question, if i may... Is there a way, or a future plan, to make the modular fuel tanks and SRB's finely adjustable, sorta like procedural parts fuel tanks? So i don't have to jump up another whole meter to get just the last bit of DV i need Asking because as much as i like procedural parts' tanks, they don't have the right fuel ratios that the LH2/OX in SSTU burn. I mean, i could probably throw together a patch to fix them, but my game is already butchered enough as-is
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Jimbodiah's NASA rockets
StickyScissors replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
I'm thinking SLS Orion needs more than just SSTU, because i'm still getting the "contains locked or invalid parts" popup when i try to load it -
[WIP][1.1.3] Farlo Planetary Pack
StickyScissors replied to StickyScissors's topic in KSP1 Mod Development
Small update, added rough draft descriptions to planets and reverted Claies rotation back to retrograde. -
I hope game-breaking updates like this don't happen too often after this? having to re-build everything with SSTU parts on it takes a long while, especially since i built a lot of stuff yesterday :I. And maybe if things don't change drastically after this update, i can finally remove KW and depend on this more, because the KW community "fixes" are starting to test my patience.
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Holy crap this mod is amazing, i wish i could have found it sooner! I can't give rep though, the forums wont let me for whatever reason?
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
StickyScissors replied to TriggerAu's topic in KSP1 Mod Releases
This question has probably been asked before (and probably solved, for that matter) but why do all of my alarms get deleted when i restart the game? Using the most recent version, and a clean install of KSP (64 and 32bit, it doesn't matter) if i set an alarm, close the game, and re-start, the alarm is gone and i have to reset it every time. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
StickyScissors replied to KospY's topic in KSP1 Mod Releases
Not a problem with another mod, tried just KIS with a stock install as well and had the same issue. Someone else reported the same thing, but nothing ever got done about it, i guess. http://forum.kerbalspaceprogram.com/index.php?/topic/109592-part-select-delay/ -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
StickyScissors replied to KospY's topic in KSP1 Mod Releases
Yes, in the editor. The thing is though, i don't have a KIS inventory open, just having KIS/KAS installed causes this :I -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
StickyScissors replied to KospY's topic in KSP1 Mod Releases
Love this mod, but the only quibble i have with it, which i'm honestly not sure if it's the mod's fault or not, is when i go to select a part to place on the vessel, when i click the part i want, it goes into the "dragging part into an inventory" mode and lags the game for a second or so before realising that im not trying to click and drag parts. Sometimes (read: most of the time) this causes the part to not grab at all, so i usually have to click the part i want, and then wait a few seconds to actually pop into the scene so i can place it on my vessel. So i guess what i'm asking is if there is any way to disable the click & drag feature temporarily so i don't have this issue? Can't exactly un-install KIS at the moment because my Duna mission sorta depends on it right now. -
This series is amazing!
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[WIP][1.1.3] Farlo Planetary Pack
StickyScissors replied to StickyScissors's topic in KSP1 Mod Development
2 minutes if i had any sort of creative ability and didn't have any other priorities at the moment. It'll take time, i can't do everything for everybody at once. -
[WIP][1.1.3] Farlo Planetary Pack
StickyScissors replied to StickyScissors's topic in KSP1 Mod Development
one thing at a time. Claie is still causing warp problems, and pretty much being anywhere near it causes every planet to severely drift out of it's orbit on the map view. Word on the street is that is a long-standing Kopernicus bug. so, I wanna get everything working properly before getting into finer details. -
[WIP][1.1.3] Farlo Planetary Pack
StickyScissors replied to StickyScissors's topic in KSP1 Mod Development
First release is out: [Moderator removed defunct website link] The album in the OP isn't updating for me, so just know that the big blue ball of water is not included -
[WIP][1.1.3] Farlo Planetary Pack
StickyScissors replied to StickyScissors's topic in KSP1 Mod Development
Planets that are pointy in map view and "flat" while flying above it are becoming a problem with smaller, asteroid-like planets and i haven't an idea how to fix it. Presumably a problem with normal map, but still unsure... -
[WIP][1.1.3] Farlo Planetary Pack
StickyScissors replied to StickyScissors's topic in KSP1 Mod Development
Yeah, that was one of my main ideas for Aldis, too. Was thinking of maybe not having many equatorial land spots/very few small ones, so it'd be more of a challenge to actually touch down on land. As for a habitable/terrestrial planet, i have a texture done for it, and a height map, but they need some tweaking so continents lign up correctly with the height map, and potentially some smoothing so there aren't any sudden cliffs into the ocean. As for positioning, i was thinking of putting it directly on the opposite side of the sun as Kerbin, and potentially naming it Nibrek, but i recall seing someone somewhere else using that same idea, so i didn't go for it. Not a lot of options to work with as to where to put it (realistically, that is) :/ -
[WIP][1.1.3] Farlo Planetary Pack
StickyScissors replied to StickyScissors's topic in KSP1 Mod Development
For anybody still following this/checking for updates and finding nothing, i assure you this mod isn't dead. Recent issues with internet speeds/data caps, being away from home in other countries, school, and the building of a brand new PC have ground me to a halt for the past weeks, but now that i seem to be more settled into things and motivated, i'm gonna start cranking out more stuff for this pack and potential others to come. Also, forum user Vexxus9999 has graciously allowed to to takeover an old (0.90) planet pack of his, "Forgotten worlds" for use in this pack. I hope the album there is sufficient, because i can't check it right now to see for myself...stupid internet provider