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Everything posted by Nightside
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Anyone know any mods that add stockalike centrifuges?
Nightside replied to Dreadthrone's topic in KSP1 Mods Discussions
There are few I've used and one I am looking forward to SSTU The trouble with most of them is that they are too small to be realistically useful to humans. From what I understand, a ring would need to at least around 50m in diameter to provide artificial gravity equivalent to Earth/Kerbin. The only thing I've seen that looks close is from Lack's SXT download -
Looking to fill in CTT with lightweight mods
Nightside replied to dire's topic in KSP1 Mods Discussions
Well, you are kind of stuck in a catch 22, You want to fill up the tech tree but keep your install light weight. You may have to resort to some picking, choosing and moving of things to get it all looking how you want it. As far as lightweight goes, textures seem to be the biggest drain on the RAM limit, however, I would also be more concerned about mods like remote tech than Infernal Robotics, since RT is always running in the background. SXT is the ultimate lightweight mod, however I don't believe it supports the CTT. You might find it rewarding to learn to use Module Manager to customize part configs. For my game, I made patches to move stuff like the Large Mars Habitat and the huge habitat ring to appropriate nodes. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Nightside replied to IgorZ's topic in KSP1 Mod Releases
These sound like a great solution for bouncy bases. #4 and 2 sound promising. I would love a totally flexible inflatable passageway, visually similar to those in @Angel-125's Pathfinder mod. Thanks for your work! -
Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]
Nightside replied to Joco223's topic in KSP1 Mod Development
There is a button on the bottom of the post that says Insert other media. Looking forward to checking out the new parts! -
Also Pathfinder, MOLE, and IXS offer some cool spacedock parts.
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Is there a mod to choose which mods to load per-save?
Nightside replied to Cavinaar's topic in KSP1 Mods Discussions
I've never heard of such a thing. However, many gameplay mods like KCT and TAC can be turned on/off per save. I don't think that would work for a parts mod though. -
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@Whitecat106, What about the "Realistic Decay" setting? (I assume I would also want to turn 24-hour clock on as well).
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Nightside replied to SuicidalInsanity's topic in KSP1 Mod Releases
Pretty sure DRE still changes part max temps.- 1,520 replies
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[WIP] Kerbals 1869 - New! Pre Release Trailer! 8-2-16
Nightside replied to Fengist's topic in KSP1 Mod Development
Love the jump at the end there! -
[WIP] [1.11.x] Heavy Science - Development Thread
Nightside replied to cyberKerb's topic in KSP1 Mod Development
Also check out Universal Storage mod for a storage container. Lots of other mods already interact with it works with multiple size pods.! Sounds cool! -
Oh wow, I just stumbled on the Real Fuels instructions! There is a lot of good information in there but I gotta say its not so easy to find, down there at the end of the change log in the readme. Maybe that information it could go on the OP or the github wiki. Otherwise thank you to those involved for this mod, I'm enjoying it.
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[WIP] Nert's Dev Thread - Current: various updates
Nightside replied to Nertea's topic in KSP1 Mod Development
It seems like it should be an underground facility anyway, secret and safe. -
Thanks for your work. This little guy has become a big help!
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Realism Overhaul Career Suggestions
Nightside replied to Bersagliere81's topic in KSP1 Mods Discussions
RP-0 is the official career mod for realism overhauoverhaul. Although it has even more dependencies, it seems worth it. You do end up with a lot of parts to start, but it is all stuff that makes sense. I've just recently started my 1st RP-0 career and am really enjoying the challenge.