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TheKurgan

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Everything posted by TheKurgan

  1. Having a weird issue here, I installed BetterTimeWarp and enabled Scale Camera Speed, Use Lossless Physics and selected 1 for Lossless Physics Accuracy. I played like this for a while, and really liked it!! but I decided to uninstall it after I noticed some intermittent issues with MechJeb. Since uninstalling my ships are exploding... rather being completely and utterly decimated and sent off in every direction at like 672534765234765 m/s right after dropping out of time warp. I reinstalled the mod, enabled all the same settings and the problem is gone, but I don't want to use it anymore because of the weirdness with MechJeb...help
  2. Cool! Downloaded. Thanks for your work!
  3. Ok, for the record, I did not mean only available through CKAN... my use of the words one single platform was poorly written... All the mods on CKAN are still available through github, Spacedock, Curse... and other places. Yes, having ALL mods available through a single platform would satisfy the vast majority of players... having all these mods still available through all the other current options should definitely stay in place. There should never be a monopoly, but having a single source with everything would be awesome. LOL I stand by my modified statement "There isn't ONE real legit disadvantage to having ALL mods distributed by a single platform" With a bunch of other available sources of course
  4. Why? Name ONE real legit disadvantage to having ALL mods distributed by one single platform? There isn't one. Anyway, sorry all for my above comment, I don't want my comments to turn into a CKAN debate... I don't even use it. I think user created mod packs should be banned, but I think multimod devs could put out mod packs... hint hint @linuxgurugamer
  5. Here is my personal opinion on this subject, so please don't hammer me... There NEEDS to be some kind of core standard in the modding community, and here is the only one I can think of that would work: ALL modders should make their mods CKAN and AVC compliant. Here's the oxymoron... I don't use CKAN... several of the mods I use are not on CKAN, and last year I decided to try it and had several issues that irked me enough to uninstall it. BUT, if all the modders used CKAN, mod packs or bundles, could easily be made by the trusted names here like Linuxgurugamer, Galileo, Spannermonkey and other multimod contributors/owners.
  6. @godarklight Is there a way to make this work again? So many of us found this mod extremely useful, and it worked much better than what the stock game does since 1.2.
  7. I think I found an error in one of your cfg files, in TankTypes.cfg, Karbplus should be KarbonitePlus. Testing now to see if the problem is gone. Yup, that fixed it, the Metal type container can now hold Karborundum.
  8. Same here, 144fps SOLID without Kopernicus but drops to 30 - 50 ish with it installed... and my machine is a beast! I love Kopernicus, planet mods, and SVE too much to give them up though.
  9. I have so many many mods installed that add/modify the capabilities of stock and other mod parts that it is becoming insane... I'm in the process now of weeding out mods, or parts of mods from my install that do stuff I don't want or need. Your mods do exactly what I want them to do all by themselves with the parts they have included... I don't need them to go outside what I personally consider their boundaries... and hey, if it's an easy edit for me (which is it ) I can still enjoy your mods without the little things that I consider an minor inconvenience. Thanks for your work Allista, I do really enjoy and appreciate your mods!! @allista By the way the Configurable Containers included in Hangar 3.3.1 has no parts folder in it... the Configurable Containers as a separate download from SpaceDock does have a Parts folder... not sure if this was a mistake?
  10. Does this change anything with the stock planets? and I'm guessing it should be compatible with OPM hey?
  11. Maybe just delete the Squad.cfg file in Hangar?
  12. I really REALLY love this mod and your other mod, Ground Construction... BUT there is one thing that is preventing me from using it. the Configurable containers part Something messes with ALOT of other stuff... it changes or adds crap to cargo bays and storage tanks from squad and other mods. If this mod did what it is supposed to do and nothing else, it would be truly awesome. Is there a way I can stop it from messing with anything outside itself?
  13. Agreed ZobrAA!! This mod looks interesting! Going to add nuclear fuels at 0.1
  14. Can't seem to get it to download... Disregard.... chrome had issues with it, got it with a different browser.
  15. Well, good luck guys, this was fun until people started posting ridiculous times... under 5 min stage 1 without flying, and without unbreakable joints? I'm very skeptical... My newest all electric car will do almost 150ms, but keeping it in one piece for the whole thing... ah... next to impossible.
  16. Stage 1 complete. Time 6:29 (in a car that looks like a car ) http://imgur.com/a/RMGLn Video of the run: https://youtu.be/rdTNGGJl8lw Veh available: https://kerbalx.com/TheKergan/Dakar-Spider-ND
  17. Well, here is my official entry, the Dakar Spider. 43 parts, 1734kg, 40kN of thrust, top speed of ~119m/s, cost of $10,059, piloted by Jeb, with Bill as co-driver. Only been tested on stage 1 and 2, unofficial stage 1 time of 6:26 Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit B9 Aerospace - 6.2.1 B9 Aerospace HX Parts - 6.2.1 DistantObjectEnhancement - 1.8.1 EditorExtensionsRedux - 3.3.11.1 Firespitter - 7.5 Kerbal Engineer Redux - 1.1.2.8 KSP-AVC Plugin - 1.1.6.2 LLL-Continued - 1.0.2.5 Modular Rocket Systems - 1.13.1 ModularFlightIntegrator - 1.2.2 NEBULA_DecalsContinued - 0.1.1.2 Stock Visual Enhancements - 1.1.4 Surface Mounted Stock-Alike Lights for Self-Illumination - 1.3.1 Stock Visual Terrain - 2.0 SXTContinued - 0.3.5 TakeCommandContinued - 1.4.5 TweakScale - 2.3.3 Some TweakScaling, and a minor tweak to the torque curve inside the config file of the wheels used. Yes, I am using SVT... so I am doing this with real trees and rocks... I dunno why... I really don't. Oh and yes I made decals for all the major mods used in the construction of my car.
  18. I gave up on it and restored all my mods... got frustrated. Sorry, I don't remember exactly what ones were left, I'll try to get you a small list later. Thanks.
  19. No problem man, I deleted all the mods except the ones used in my ship, and couldn't figure it out... I'll try again some day. Cheers.
  20. Cool, ty for the info. Car completed, posted a vid of the prototype in the other thread. 7:27 second try on stage 1, but I forgot to take a SS of the start flag
  21. Well here is what I built in the last hour or so... It's not bad, topping out at only 110, but it handles the jumps REAL nice!! The jump at the 1:05 mark was pretty good... I think.
  22. Got a car mostly built, but I can't find the full rules anywhere... Am I allowed to tweak .cfg files? Torque curves and such insanity? I know the stuff like unbreakable joints and unlimited fuel HAVE to be against the rules... I wouldn't use those even if it were legal... but what else is against the rules? I read that no jets while flying, no flying in general, veh must be manned... but thats about all I can find.
  23. HOW am I just seeing this now!?! OMGWTFBBQ!! off to build a racer...
  24. Up to 96... new CPU and ram... addons increasing exponentially... a high percentage of these are from @linuxgurugamer
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