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canisin

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Everything posted by canisin

  1. Hello there again, it seems that Portrait Stats's configuration has changed when they modularized the trait icons into Community Trait Icons, so the mm patch for the portrait icons need to be changed as follows: @CommunityTraitIcons:NEEDS[CommunityTraitIcons]:AFTER[CommunityTraitIcons] { @Trait[Pilot] { @color = 0.69, 0, 0.04, 1 @icon = TextureReplaceReplaced/Suits/Pilot/icon } @Trait[Engineer] { @color = 0.08, 0.08, 0.08, 1 @icon = TextureReplaceReplaced/Suits/Engineer/icon } @Trait[Scientist] { @color = 0.22, 0.42, 0.59, 1 @icon = TextureReplaceReplaced/Suits/Scientist/icon } @Trait[Tourist] { @color = 0.67, 0.67, 0.67, 1 @icon = TextureReplaceReplaced/Suits/Tourist/icon } @Trait[Kolonist] { @color = 0.47, 0.4, 0.24, 1 @icon = TextureReplaceReplaced/Suits/Kolonist/icon } @Trait[Geologist] { @color = 0.63, 0.13, 0.59, 1 @icon = TextureReplaceReplaced/Suits/Geologist/icon } @Trait[Miner] { @color = 0.02, 0.67, 0.64, 1 @icon = TextureReplaceReplaced/Suits/Miner/icon } @Trait[Mechanic] { @color = 0.32, 0.32, 0.32, 1 @icon = TextureReplaceReplaced/Suits/Mechanic/icon } @Trait[Technician] { @color = 0.64, 0.67, 0.01, 1 @icon = TextureReplaceReplaced/Suits/Technician/icon } @Trait[Biologist] { @color = 0.04, 0.72, 0, 1 @icon = TextureReplaceReplaced/Suits/Biologist/icon } @Trait[Farmer] { @color = 0.66, 0.36, 0.01, 1 @icon = TextureReplaceReplaced/Suits/Farmer/icon } @Trait[Medic] { @color = 0.82, 0, 0, 1 @icon = TextureReplaceReplaced/Suits/Medic/icon } @Trait[Quartermaster] { @color = 0.08, 0, 0.69, 1 @icon = TextureReplaceReplaced/Suits/Quartermaster/icon } @Trait[Scout] { @color = 0.506, 0.18, 0.184, 1 @icon = TextureReplaceReplaced/Suits/Scout/icon } } This way mods like Airlock Plus can also show the correct icons, too.
  2. Yea everything should work as far as i can tell, too. It's just that I am more interested in ranges to relays rather than ranges to the KSC's DSN. So those two items on your to-do list are of extra interest to me
  3. Hmm, I think without air friction it would go back and forth along the tunnel forever, like a pendulum or an orbit. With air friction, it would eventually stop at the center of the planet.
  4. Looks like a very lovely mod! I will try it out as soon as I can or as soon as I begin to feel the need for it in my current career. The two items mentioned in the to do list in the OP are of extra special interest to me as I am running a career with reduced DSN strength and gameplay based on relay networks, my settings are based on the wonderful Stock Antenna Balance mod by @WuphonsReach
  5. Pretty much this. Specifically I was worried about habitation effects in USI LS where (I think) every part with crew capacity contributes to the ship's habitation capacity. It is very similar to what you are describing about life support supplies. But then again, looking at some of the parts that I had in mind, they really are kind of spacious just as you were describing. Potentially, even authors of those parts might have balanced their size and mass with the required crew capacity in mind. But I will sure write an mm patch and come back here if I run across any parts that are purely just doors. Or any case where too much life support is added to an airlock.
  6. I want to test the aerodynamics of different command pods*, so I need an inline version of this. As far as I understand this part comes in a single nose shaped design, isn't that correct? Can anyone suggest a mod or a technique for such a test? * The USI Salamander pod seems to have a horrible aerodynamic performance compared to the good old mk1 pod. I can get a mk1 to orbit with 3,400 - 3,500 m/s dV. With the salamander I need about 4,500 m/s!! I don't know what I am doing wrong, my only idea is that it might be aerodynamics, and I wish to make a test.
  7. Have you considered providing mm patches to remove crew capacity from dedicated airlock parts or do you know of any parts mods that do so when your mod is installed? With life support mods airlocks with crew capacity is slightly immersion breaking so I would love to add your mod to my install. If I do so and if you are interested I can share mm patches with your for the part packs that I am using.
  8. Loved this mod! Thanks @HaArLiNsH! I am using it with Diverse Kerbal Heads and USI Kolonization Class Suits.
  9. Hi All, I have just installed this mod and I loved the suits, they really are so great. Much love for TRR as well, of course! Anyhow, I noticed that TRR now supports 3 different situations for EVA suits and that this mod supplies only 2. So as far as I could tell, when on EVA on the ground on an atmosphereless body, your kerbals put on the default TRR suit, and not their proper class suits. I have also noticed that this mod provides 2 copies of each texture in order to supply suits for 2 different situations. This all can be solved with a simple configuration patch file. The config also includes the class settings as provided previously by @Vive_moi in this thread. Just save the contents below in USI Kolonization Class Suits.cfg and drop it in your TRR Suits folder (GameData\TextureReplacerReplaced\Suits) and click reset defaults in the suits configuration window in game. @fast_de_la_speed thank you for the awesome suits! TextureReplacerReplaced { ClassSuits { Biologist = Biologist Engineer = Engineer Farmer = Farmer Geologist = Geologist Kolonist = Kolonist Mechanic = Mechanic Medic = Medic Miner = Miner Pilot = Pilot Quartermaster = Quartermaster Scientist = Scientist Scout = Scout Technician = Technician Tourist = Tourist } SuitSettings { Biologist { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Engineer { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Farmer { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Geologist { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Kolonist { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Mechanic { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Medic { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Miner { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Pilot { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Quartermaster { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Scientist { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Scout { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Technician { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } Tourist { // suits // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE suit_Iva_Safe = 2 suit_Iva_Unsafe = 2 suit_EvaGround_Atmo = 2 suit_EvaGround_NoAtmo = 2 suit_EvaSpace = 2 // helmets // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 helmet_Iva_Unsafe = 2 helmet_EvaGround_Atmo = 3 helmet_EvaGround_NoAtmo = 2 helmet_EvaSpace = 2 // visors // 0 = IVA // 1 = EVA GROUND // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 visor_Iva_Unsafe = 0 visor_EvaGround_Atmo = 3 visor_EvaGround_NoAtmo = 1 visor_EvaSpace = 2 // jetpacks // 0 = EVA GROUND // 1 = EVA SPACE // 2 = NONE jetpack_EvaGround_Atmo = 2 jetpack_EvaGround_NoAtmo = 1 jetpack_EvaSpace = 1 } } }
  10. Wow this thread is epic, I am looking forward to new installments!
  11. Then it's great! I looked thru the download of this mod and found no config file so I had thought that it would just add these new heads and they would be selectable in TRR. But random is a lot better! Does anyone know how the randomness works, asking just out of curiosity? I am taking it is actually a feature of TRR?
  12. Hello, How does this mod assign heads to kerbals? Randomly? Do I customize by hand? I am sorry I haven't tested/tried in game. I am at work and discovered this and it just sounds so amazing, so I had to ask this out of curiosity.
  13. Hello, I also had the blue screen bug in 3.0, so I can't wait to get home and try 3.1, which, judging by other people's replies, will surely work. As you all are, I am also curious what the problem was with 3.0. I do not have Camera Tools installed, either, so I don't think that could be the issue. Thinking of any camera related mods, the only one I can think of easy Easy Vessel Switch. I am not sure if I have any other mod with any camera related functionality. Other than that I am wondering if it might be a hardware issue. I don't have a very beefy system and it is sort of struggling with my installation. I don't get much a of an fps drop, but loading times are kinda long and with ks3p I was having a good deal of stutter in flight mode. Wonder if that might be related to the blue screen bug. Something like the mod failing to acquire some needed resource due to an overloaded system.
  14. Hello there, I dont know what has changed but it seems that the module manager syntax for experiment definitions has changed. The patch presented here to swap the biome maks for eva and crew reports no longer work. Currently the working syntax seems to be as follows: @EXPERIMENT_DEFINITION:HAS[#id[crewReport]]:FINAL { @situationMask = 63 //stock: 63 @biomeMask = 23 //stock: 7, space near is now biome specific } @EXPERIMENT_DEFINITION:HAS[#id[evaReport]]:FINAL { @situationMask = 51 //stock: 63, removed flight @biomeMask = 3 //stock: 23, space near is now global } This one is slightly different than the one in the OP, as explained in the comments this also removes in flight eva reports as I find hanging to an airplane in an atmosphere does not make much sense
  15. I think it does, but that is not exactly what I am looking for. I am looking for a limitation that is based on the printer, so that I can have different printers with different capabilities.
  16. That's fast! Thanks a lot! It seems that the upload has completely failed. Were you able to download it at all? I suppose even if you couldn't you probably don't need me to reupload, do you?
  17. Hello @linuxgurugamer, I was just checking out my output log and I noticed a lot of nullrefs thrown by eva fuel. Here is the log file: https://nofile.io/f/NvJyPrH5VQB/output_log.zip. It contains 37120 counts of the line "Error calling custom Interactible method in type EvaFuel.EvaFuelDifficultySettings:". The log is from me starting a fresh new carrier. I have visited the difficulty settings window to confirm that all settings are as I would prefer them. I only changed showTransferMessage to true.
  18. I can also confirm both. Here is a log file: https://nofile.io/f/NvJyPrH5VQB/output_log.zip. I hope it helps.
  19. Hello, Is there any way to limit the parts that can be printed in the workshop? For example, based on mass or volume? I think I remember seeing such a setting in a part config in this mod or in a MKS file, but I cannot quite remember it and even then I am not sure if the setting was actually functional. Thanks!
  20. Hey there! I remember checking out this mod but reading that it did not support stock aero, that it only worked reliably with FAR. But reading through this thread i could not find anything about stock being fixed. It looks rather as if it always worked perfectly well with stock. Well, that's great, but my curiosity is killing me!! Am i misremembering things? Was it another mod? Was it in an older thread? In case, I do remember correctly, gratz on the fix for stock aero! And I will now be playing with this mod!
  21. my bad that image had not loaded on my browser when i wrote that post I could see the rocking astronaut, but not the ui pic.
  22. Heya, pics for clicks please! I have no idea what the mod does I mean I am exaggerating, I understand what it does, but a comparison pic, like a before/after would be great.
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