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Everything posted by evileye.x
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[1.12.x] Kerbal Launch Failure Revived
evileye.x replied to linuxgurugamer's topic in KSP1 Mod Releases
I think something is wrong with chance calculation. -
*tinfoil hat is on Because Saturn V and moon program were faked by NASA
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Hello everyone! @Ger_space, thank you for supporting KK and KerbinSide, those mods are really add a lot of fun in game. However, last time I checked (a while ago...) KerbinSide did not work well with rescale mods (I mean Sigma Dimensions) - because parts of buildings designated in absolute position, not related to some origin point. Recently I've found this post by @Sigma88 Means somehow KK and KerbinSide may support rescaling by Sigma. I'm sorry if it was already discussed and I failed to find related posts. But again I want to point out that KerbinSide is way more relevant for upscaled Kerbin, because you can get anywhere so fast on stock planet size....
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Sukhoi SU-27 "Flanker"
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Разве не разумно что разработчики хотят кушать?
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[1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)
evileye.x replied to rsparkyc's topic in KSP1 Mod Releases
@rsparkyc , congrats and thank you very much for giving PF fairing some love! Do accept feature requests? If you do, then: 1) Now PF fairing side panels works in that way that you cannot have stack node below side panels attached points. Which means those wonderful KW fairing bases cannot be used properly. I mean those https://goo.gl/images/nnfnPK I use to have variety on bases/shapes/textures 2) An idea for career. For PF fairing now there are limitation for fairing base diameter, but it would be cool to have limitations for PF fairing a) length b) expansion rate Many people love challenges implied by limited fairing sizes, you will make a lot of people happy I guess. Even if limited in config file... 3) Can be those additional nodes (stock-a-like) be disabled by default (please ). Even cooler to have trussed non-physicless procedural adapter part instead of bunch of nodes floating in the air Thank for reading anyway! -
T2 have also published XCOM and XCOM2 For first one, modding was more like hacking (hex modding anyone) and still it is considered as legit. And 100% mod support for XCOM2. Soo, blame studio, not the publisher
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- kerbal space program
- take-two
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I remember the time when it did worked (AFAIR on version 1.0.5 of KSP) After that - nope O'k I guess I'll try nd report (unfortunately it my happen week later or more... as I'm on biz trip) Still excited as TR (R) needs some love.
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Will it work for changing navball texture and stock parts textures? Anyway, great news, thanks. Additional point for name.
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Mid-Thrust 0.625m Jet Engine
evileye.x replied to JMBuilder's topic in KSP1 Suggestions & Development Discussion
Have you checked Airplanes Plus? -
How about a roadmap, Take Two?
evileye.x replied to dlrk's topic in KSP1 Suggestions & Development Discussion
Here you go: There's wood to chop, guys... -
Half Life 3 KSP 2 confirmed!
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Kerbal Space Program update 1.3 Grand Discussion thread.
evileye.x replied to UomoCapra's topic in KSP1 Discussion
X cancelling time warp is a feature of KAC Never mind, I'm so slow... Feel incredible lazy to update my 100+ mods setup. But I like changelog for 1.3. a lot. UI looks less messed up (except pin icon - Y R U so HUUUGE?....) . Alt-C to view interiors. Whooah... Thanks, @SQUAD May be when DLC will be ready... Or my rover flips again on a seem... Or my plane will flip again on a seem... Despite the fact Russian localisation sucks, but if you don't know English, but love rockets, it's still better than nothing I guess.- 465 replies
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- kerbal space program 1.3
- disscussion thread
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May some tricky MM patch can do it?
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
evileye.x replied to Ger_space's topic in KSP1 Mod Releases
Thanks for reply! However, simply going to main menu does not re-enables old stations. But then I tried to re-launch the game and it worked. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
evileye.x replied to Ger_space's topic in KSP1 Mod Releases
I've tried to switch this option back and forth already. No matter what - only KerbinSide tracking stations are working, but not stock ones... Also if you click on KK tracking station, the name is not dispalyed correctly - not "JebsRetreat" , but "Tracking Dish Type 11" for example. Using 0.9.9.9c -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
evileye.x replied to Ger_space's topic in KSP1 Mod Releases
So, stupid question - are stock additional commnet station disabled in Kerbal Konstucts (I mean Harvester Massiff, etc.) Or I can re-enable them somehow? -
The "Brake" Key
evileye.x replied to Warzouz's topic in KSP1 Technical Support (PC, unmodded installs)
I think I saw a mod for parking brake -
Concerning complaints about the cost of DLC
evileye.x replied to frizzank's topic in KSP1 Discussion
Yes, you cannot add a plushie with mods. So it's the proper way to show support in this case I guess... It is so unfair and definitely not true. First of all nobody seen the DLC just yet. I play with 120+ and still want the DLC. If it is going to be bad, I'll pay to show respect and continue to enjoy my KSP with mods. If it is good, I'll enjoy my KSP with DLC and (anyway) mods. DLC is not necessary mean evil. Sometimes it can be so good. For example Firaxis' XCOM Enemy Unknown -> Enemy Within. (But not DLC for XCOM2, they just meh...) -
Cockpit burns up during reentry
evileye.x replied to Human Person's topic in KSP1 Gameplay Questions and Tutorials
Scott in this video could not maintain high angle of attack. Also Mk-1 cockpit is not very space plane -ish, rather for airplanes.- 33 replies
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- overheat
- spaceplane reentry
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Concerning complaints about the cost of DLC
evileye.x replied to frizzank's topic in KSP1 Discussion
I understand your pain. Those pesky children.... Ah, just joking. I have two of them and in nearest one and a half month going to have third. But again, my children are not greedy me think Seriously speaking, I think SQUAD deserves more moneys. Pay to Win orbit Kerbin, you know. Preorder DLC and use those gold painted RD-180 with real life ISP to orbit Kerbin for the first ever, because you fail all the time otherwise... I'm little bit sad that Harvester and other guys, you know from the olde team (s) will not benefit from that DLC though. And moders team who worked on post 1.0.5 releases... But ... at least we have @RoverDude... He's awesome dude. Not sure who else, I have terrible memory... @TriggerAu I guess?... Any way I love you SQUAD developers team and appreciate your work. Hope you will get some dollars from DLC sales, which should be rocket high. Because KSP is a passion, not a just another game. Anybody can pay for passion, and I guess will pay