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Everything posted by Nightside
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@Tralfagar I'm glad to hear someone has picked up the torch, I've never had much of a chance to try it because every time I'm far enough in career, there is a new game update and I end up starting over. Anyway, your changes sound really interesting, but I do have a concern about #1. In earlier versions (pre 1.1), having lots of kerbals in a vessel caused a great deal of lag. The theory I read was that EVERY kerbal in a part with an interior was being animated, not just the 3 in the corner of the screen. The game runs far better now, and I haven't loaded so many kerbals up in a single vessel yet so I don't know if this is still a problem. Thanks for your work, I look forward to trying your version.
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[1.0.5]AutoRove - autonomous rovermovement in the background
Nightside replied to Wotano's topic in KSP1 Mod Releases
Working good in 1.1.3, thanks @Wotano and @Warezcrawler. Would it be possible to set travel speed in game? I would like to use this for boats and airships as well. They are fun to build but kind of tedious to actually fly any distance.- 139 replies
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- rover
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With a similar part in the Pathfinder mod, it is assumed that kerbals are using mostly local resources to create paved parts. Seems believable.
- 149 replies
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Wheels sliding
Nightside replied to zeropositivo's topic in KSP1 Technical Support (PC, modded installs)
http://bugs.kerbalspaceprogram.com/issues/7649 It may be part of a larger issue that will (hopefully) be addressed in the next update. -
[1.3.0] Launch Numbering 0.4.0
Nightside replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
Love this mod, thanks! -
[Airships in 1.12.3] HooliganLabs Mods
Nightside replied to JewelShisen's topic in KSP1 Mod Releases
Remember that mars/duna has very little atmosphere so balloons won't provide much lift. On Venus though you could probably float with party balloons! -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Nightside replied to ferram4's topic in KSP1 Mod Releases
KSP has been updated to version 1.1.3 in the last week or two. This mod just recently updated as well. The change in KSP version is much more likely to cause problems in an existing save than this mod, but to enjoy the latest features of this mod you will have to update KSP.- 2,647 replies
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- kerbal joint reinforcement
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Some cool interviews and stories about the man with the L5 plan, Gerry O'Neill. http://99percentinvisible.org/episode/home-on-lagrange/
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http://99percentinvisible.org/episode/home-on-lagrange/ My favorite podcast just did an episode about space colonization.
- 54 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Nightside replied to Thomas P.'s topic in KSP1 Mod Releases
As mentioned a few posts up, the problem is with a Modular Flight Integrator, a dependency of this mod. It has been fixed and an update can be found in that mods thread. -
No Engine Thrust
Nightside replied to Arkantose's topic in KSP1 Technical Support (PC, modded installs)
Good luck! If you use KIS you might be able to reattach the engines at angle pointing out so the exhaust doesn't hit the ship. But you would lose efficiency. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Nightside replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, there goes my attempt at a stock only playthrough of 1.1.3... Why do you have to make this stuff so cool?- 3,523 replies
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Wow, this looks really cool! I'm eager to try it out.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Nightside replied to ferram4's topic in KSP1 Mod Releases
Works on Windows too.- 2,647 replies
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- kerbal joint reinforcement
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Seems to be working fine in Sandbox mode, haven't tried career yet in 1.1.3. ETT totally changes upgrade nodes. You will have to inserts ETT's tech tree node names if you want it to progressively unlock.
- 64 replies
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- module manager
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This is great! Its one thing to be able to make orbit, but bit more challenging to achieve the orbit you wanted! Thanks for this.
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No Engine Thrust
Nightside replied to Arkantose's topic in KSP1 Technical Support (PC, modded installs)
You are trying to lift yourself up by the bootstraps, so to speak. -
[1.2] Active Heat Management System 0.3.1
Nightside replied to Randazzo's topic in KSP1 Mod Releases
Thanks Randazzo!, So do these work any differently than the stock deployable radiators? -
Thanks! I was playing 1.1.2 without it and its just weird. Glad to be reinstalling!
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This looks cool, but why would you want the navball to be afraid of the cursor? Don't you need to press the SAS buttons?
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Nightside replied to DMagic's topic in KSP1 Mod Releases
Sounds like this uses textures from the Squad docking port, so as long as you haven't deleted the original Squad files it should be good!