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C04L

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Everything posted by C04L

  1. Thanks mate. works great for me too, I hope Nine' accepts your help, I see your respectful with rights etc. ..and as always, Thanks Ninenium for this ESSENTIAL mod <3
  2. hehe, I instantly knew it must have been Sarb adding that to the screen - how? I dunno but I indeed LOL'd at it with the realisation when booting up yesterday. gg Sarb xx
  3. ah I see thanks 5th and Morse for helping me understand. anyway, I love both your mods' - you guys are awesome.
  4. i'm confused. So for whatever reason (new horizons/contract finished) the mod makers (of the leaving grp).... Why would they Stop maintaining their mods? Have they said they will no longer be working on them? Was there a clause in the contract saying they couldn't have anything to do with ksp when they left? I'm just wondering why if someone leaves the team at ksp it is automatically assumed that that person wil never resume their place in the community as a mod maintainer/creator? have each of the guys said anything to this effect?
  5. Thanks for explaining Morse. I understand and thank you. I dunno what clickthroughs are but I guess they are bad. at least you know and are keeping an eye on it. glad youl fix it when 'input lock' is fixed (whatever that is ;-p)
  6. WOW Roverdude, I had no idea you were going to do this! ...This is going to be FU-UH-UN!! the quality and continuity of USI is your trademark, something to be proud of. I can always feel happy playing with your mods, guaranteed. woot
  7. Hi, I just wanted to say I'm appreciating this mod. it seems to me that when I'm using PM's gizmo to adjust Ap or Pe the numbers aren't updating 'realtime' as they move. if I stop the adjustment and move my mouse off the PM window the numbers update. I just wanted to let you know. I'm using the latest pre ksp and the latest PM versions (as of the time of this post)
  8. WOW, Tarheel1999 & Kerbas_ad_astra Thankyou! I really, REALLY have a lot of respect for you guys, The planning and research that would go into such a thing boggles my mind... I'm going to be the first ever MM groupie. Dayum, blows my mind lol when it ready, its ready.
  9. iirc there is, I think you (trying to remember) use the service tank, its fuel switch enabled so you choose through the rightclick menu in the sph what fuel/s it holds. (it is mk2 form aswell)
  10. BOOM head shot. Sarb kicks ass! So, I'm curious (as a mere peon consuming everyones mods) what does module manager do? does it make all mods uniform in some way? edit/ so I went to page 1 and read a little, so it makes sure that there aren't mods referencing each other unintentionally therby overwriting parts etc ?
  11. have just noticed this mod. amazing. cant install it yet as im playtesting 1.2 the domes themselves..... do they emit light or to you have to install lighting? im thinking ofcourse for when your mun base is on the dark side. would be brilliant if they automatically emitted light.
  12. ive got it in my 1.2 pre. the FS engine works as usual, I asume the HETCH will also, (I only use the normal engine. The cocpit in 1.1.3 and the engines worked fine - you just had to rebalance the weight a little by adding stuff (clipped inside to hide it) to move the COM and COT to align. its just a matter of doing that till you get the sweet spot. there are no working RCS thrusters built in though. even thou it looks like there is. otherwise it works fine. the wheels on the otherhand are a gonner. I use small landing gear (tier 1 proper ones) just as above tweak where you place them for max balance and stability. I love Farcape so this is essential to my playthroughs. I am so glad that it still works - even though needing a little adjustment in the sph.
  13. -ctn- this mod is great! Thanks a lot for making it. one observation. in the parts menu in vab/sph the solar panels are in UTILITY instead of ELECTRICAL with all the other panels. sorry, ocd kicked in. the round-square decoupler is genius (also needs to go into COUPLING)
  14. more lights! yes! I love the rounded directional light. one either side-top of a hatch looks awesome.. looking forward to 1.2 release
  15. lol, i cant beleive how much i relied on Hangar Grid to build my planes. i decided to upgrade to pre to test the built-in satelight system.. now im regretting it.. Ser, i love your HangarGrid. (no rush intended) Just thought i let you know how much i appreaciate HG. x
  16. Hey Squad, I'm loving 1.2 , played a few hours with no problems! wish we had flight indicators though. and i love the new loading screens, I really want those artworks to go on my slidshow desktop wallpaper..... Any chance anyone can tell me where the art is stored in the ksp folders? or can Squad make them available to download in lots of resolutions? please.
  17. awesome, and thanks for being here and stepping up RagingIrish even tho the Fixer had it in the end
  18. omg! you got it to the pre-release! wow, well my 1.2 is unmodded atm due to none of my usual's are ready yet. im really loving 1.2 atm so whatever i can do you can depend on me. just say what you need, il keep an eye out for the new thread over the wk-end if thats what you mean Cockpit looks mint KUDOS man
  19. Hi Ven. I have a question/sugestion With the Cupola. i personally prefer without the shutters. Is there a way for me to make the mod forget about changing the cupola and leave it as default? (im thinking easy as in "find Cupola folder in VSR folder and delete it") or as a sugestion, add an extra button (on the right click menu of the cupola) toggleing the shutters to be there or not. other than that 'personal preference' , i really love what you did with everything /a-ok
  20. hey chris, just thought you should know that in ckan under the metadata tab the link for the procedural test weights is a plank page, took me quite a few forum searches to find it. 

  21. near future solar by nertea has one, dunno if its the type your looking for Near Future Solar - By Nertea
  22. Hello modders. Is it possible to make a teleport pad? basically something like the size of a 1x1 structural panel. requiring one pad at the initial site and the second at the destination. setting/costs I reckon should be included/considered:: should be gated to at least Advanced Tech should cost at least qtr million to buy the tech or build within the build menus. requires the living to operate - no objects can me ported, only kerbals requires maybe 40k EC per teleport (must be stored-cant be generated) (battery banks). Max range - distance that isn't overpowered something like 10k or physics range. must have groovy lights when its on :) -- reason. having multiple bases on planets/moons and transferring crew between them etc What do you think? does anyone think its a good idea? does anyone want to do it?
  23. so at the start of the game, you auto get the science for the equipment you have in the tech tree at the time and auto get whenever you learn new sci-tech. this has saved me a lot of time thanks! *added to my mod permaList
  24. ah ok, I got confused, usually the files are zipped already in gamedata folder, and u just usually drag n drop to ksp, but that's ok now I know
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