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StickyScissors
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Everything posted by StickyScissors
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I love and depend on this mod for lots of craft, but the frequent "craft breaking" updates/revamps and especially just completely removing parts are starting to destroy things to the point of having to revert to old versions and remove the parts from the vessel, or just start fresh :/
- 22,678 replies
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- totm march 2020
- mod
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(and 2 more)
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Hot damn this is nice, i just wish i had a PC that could handle it all and not drop to 10FPS :/
- 3,404 replies
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- renaissance compilation
- visual enhancements
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(and 1 more)
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[1.0.2] Solar Panel Action Group!
StickyScissors replied to JoePatrick1's topic in KSP1 Mod Releases
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[WIP][1.1.3] Farlo Planetary Pack
StickyScissors replied to StickyScissors's topic in KSP1 Mod Development
Hmm, good question. I thought i made it light blue, but i guess it slipped past me or i screwed up a bit, heh..i'll change it. -
[WIP][1.1.3] Farlo Planetary Pack
StickyScissors replied to StickyScissors's topic in KSP1 Mod Development
I've got some ideas for a small moon or two in there. If not that, than maybe when Thomas P. can get his custom asteroid thing implemented into Kopernicus, i'll do an asteroid belt of some sort. Here's the orbit for now, likely that it will be made more interesting. and, like i mentioned, possibly compliant with OPM orbits: http://i.imgur.com/TTUGn63.png Yeeaah, i know, but i didn't want to let that texture go to waste. However, i do plan on adding planets that are not gas giants. Probably not in this pack though, because not everybody wants to have a big, giant RAM-annihilating pack of planets to explore. If i split it up, people will be able to pick and choose some of the stuff that they want and don't want to some extent -
Hey, i'm not good at introductions... But anyways, this is a small planet pack i have been working on for the past couple of weeks, and i feel like the planets are far enough along now that a development thread would be a good idea...maybe it isn't, but we'll see what happens. Oh, and if anybody is interested in participating in development, hit me up and maybe we can work something out. Alright, so i've been screwing around with this new editor for 10 minutes and and i cant figure out this new forum systemhow the hell do i embed albums?!, so here is just a boring ol' link to the planet album: Hey, look at that, i figured out how to embed albums! Note: as of now, this mod is not designed to work along with OPM, that means that orbits might clash at some point. I haven't written alternate orbital configs to alleviate this, but i plan on it in the near future. Current Planets: Farlo - The main planet of the system, Farlo is a teal/blue(whatever) gas giant orbiting mostly beyond Eeloo, other than the occasional dip below Eeloo's apo. Originally "GP-2" from a previous, no-longer-existent pack of mine, Farlo has been recolored from pink to a light teal color because i like teal more than pink. Farlo's size is not permanent, but because i still can't figure out some things, it is going to have to stay the same size as Sarnus (from OPM) for now :/ Elras - Originally "Phal" from OuterPlanetsPlus, Elras is the inner-most moon of Farlo. It really looks like Vall, but i swear to kraken that it isn't. Claie - Originally "P-1" from the previously mentioned, no-longer-existent plane pack of mine, Claie is the second moon of Farlo. Claie is mostly a brown dirt-ball with green patches made from...i'm not sure what could make that much green splatter, other than Kerbal corpses O_O Rolk - Originally from KerbolPlanetPack, Rolk is the third moon of Farlo. A big, very mountainous, gray rock. Kesto - Originally "Halved" from the Porp Gas Giant System, Kesto is the outermost, and smallest, moon of Farlo. With a surface gravity of 0.021G's, small steps are known to create quite the distance between a kerbal and their ship. Downloads: SpaceDock: http://spacedock.info/mod/436/Farlo%20Planetary%20Pack The Farlo Planet Pack, relies on ModuleManager, and Kopernicus 0.5.x or later to function properly, if either of those are missing, this mod will not work. To Do: Biomes PlanetShine support Galactic Neighborhood support (i think sigma's gonna have to do this one) Science definitions E.V.E support Scatterer support More terrain customization. Karbonite/Stock ore support Figure out how the hell to do atmosphere/pressure curves Credit: -Vladimir Romanyuk - For creating SpaceEngine, where i admittedly ripped some textures from originally -KillAshley - For helping me fix mistakes and clear up confusion i had about things. -Thomas P - For creating the Kopernicus plugin, the basis of planetary mods -Amarius1 - For allowing me to take over OPM+ for (partial) use in this mod. -Elowiny - For allowing me to take over KerbolPlanetPack for (partial) use in this mod. -Lillz - For allowing me to take over the Porp Gas Giant System for (partial) use in this mod -Vexxus9999 - For allowing me to take over Forgotten Worlds for (partial) use in this mod -Other people have surrendered their planet stuff to me, but i haven't used them in this mod yet, so they aren't listed. License: (CC BY-NC-SA 4.0)
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[WIP] Sylandro's Planet Warehouse (JOOLPLUS: REVIVED DEV)
StickyScissors replied to Sylandro's topic in KSP1 Mod Development
So is this still a thing that's gonna happen, or nah? -
[quote name='Manwith Noname']Have you tried adding the command -popupwindow to your launch parameters? You should be able to run KSP in borderless window mode with it, so no lower resolution needed if that's what you are referring to?[/QUOTE] [Nevermind] Edit: [Nevermind] Edit 2: Forget what i said before, i managed to solve the porblems, it's all fine and dandy now, thanks!
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So, reading through this thread it seems i'm not the only person with the sky turning black, lagging my game for a few moments before running smoothly again when i alt-tab in/out. Most of the time(read: every time), if i tab in/out, the sky will do the blackness thing, lagging and then just crash without a popup. And if it matters, im trying to tab in/out of fullscreen. If that's the issue than i'm just going to uninstall scatterer, because playing on a smaller resolution just annoys me and having everything crammed into a small screen is claustrophobic
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
StickyScissors replied to Nertea's topic in KSP1 Mod Releases
[quote name='Lego8_bit']would this mod still work on 1.0.5?[/QUOTE] It works fine so far. nothing game-breaking i have found. -
Any log file you need in particular, or just whatever ones i have? there's a few here...
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So, actually extending the hangar as this mod claims to do is hit or miss 99% of the time. Sometimes i load the VAB/SPH and i can zoom farther than normal, other times, i cant. The default key (*) to extend the hangar and change the actual, physical size(which it doesn't do either) does NOT work, i can hit it as many times as i want and nothing changes. Changing the config does nothing to help, and i'm honestly just getting pissed that i have this installed and it's 100% useless.
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<nevermind> they're simple enough to build myself. But some quibbles i have: A B-52 Should not go mach 1.5 in under 30 seconds, or at all for that matter. And, when i tap the controls, this thing should not flail around like a wacky waving inflatable arm-flailing tube man. Oh yeah, the rudder doesn't work either(animation or control).
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
StickyScissors replied to Felger's topic in KSP1 Mod Releases
Every time i install this, plumes either turn invisible, or are still stock. i have all dependencies, everything is updated, and i have tried with no other mods installed. Edit: Would ya look at that, the SmokeScreen download is missing an entire, important config file...that i can't find anywhere...