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KSP2 Release Notes
Everything posted by SchwinnTropius
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Do it. I want to see those question marks as well.
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You've been insane for a long time, @Azimech, and we like you that much more for it. Beautiful plane. Aside from the four landing gear, there seems to be a theme of three present in this design, so maybe a name of Trinity would fit?
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Flying Cat - Land/Sea/Air Stock* Catamaran
SchwinnTropius replied to whoshotdk's topic in KSP1 The Spacecraft Exchange
Puts a new spin on the word "ship". -
Dude. I don't need any more plugins to color stuff. *downloads anyway *
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The Terrier is one of mt favorite engines, even with mods. The Terrier has never had issues with me.
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Take-Two Kills "Essential" Grand Theft Auto V Mod
SchwinnTropius replied to Melfice's topic in The Lounge
The biggest and most important difference between KSP and GTAV is multiplayer. GTAO has a need to strongly balance against the strangely-dressed Trevor Phillips's that roam the online servers, and any mod that has the potential to give a player an unfair advantage and bypass the need to pay for content creates problems for the very large amount of players that want to play fair (by GTA standards) as well as for Rockstar and Take-Two. KSP multiplayer relies on a mod that (from the looks of it; please correct and fill in my partial information) is less stable than GTAO, and the community around it is no where near as large as the "community" of GTAO. The need to shut down mods that effectively unbalance multiplayer is greater in the GTA case than in KSP. As others have said, Take-Two have the power to do as they please with KSP, and I do carry a bit of pessimism about what may happen to KSP in the future. However, all I will do is simply watch carefully and hope for the best. -
[1.3.x] Fengist's Animator - Initial Release
SchwinnTropius replied to Fengist's topic in KSP1 Mod Releases
I'll keep that in mind, thanks. -
[1.3.x] Fengist's Animator - Initial Release
SchwinnTropius replied to Fengist's topic in KSP1 Mod Releases
Since I'm on a modelling kick, you can bet I will tinker with this. -
To add to this, there are a few FTL mods available, using different kinds of magic unicorn dust ( ) :
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MAD - Aerospace Parts (v0.6.1) KSP 1.8+
SchwinnTropius replied to Citizen247's topic in KSP1 Mod Releases
Awesome work. I have some ideas, if you'll take them: I think what @Reiver was asking about is razorback sections attached to the back of (example) the Mk2 Inline Cockpit. I second that idea, regardless of whether that was what Reiver was asking or not. I see your intent on a Modular Cockpit setup for the future, but I had an idea for flushly linking multiple cockpits together: using the "greenhouse" cockpit as the base, stretch the glass so that it is the length of the cockpit,make a razorback attach node on the front and back on the glass, and make windshield parts to attach to those nodes. Images to help explain this in the spoiler below: Finally, found Testy McTester Face: -
Meet Gary, the modless traveling kaleidoscope.
SchwinnTropius replied to Azimech's topic in KSP1 The Spacecraft Exchange
I don't think I'm high enough in orbit to process all of those moving colors. Beautiful work nonetheless. -
From the looks of things, combining both of these mods would make for some juicy role-play plotlines for missions.
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Constant updates - modders still happy?
SchwinnTropius replied to p1t1o's topic in KSP1 Mods Discussions
To be fair, that does look like a lot of fun to play. -
Does anyone have PartTools for KSP 1.2.2?
SchwinnTropius replied to Mrcarrot's topic in KSP1 Mods Discussions
This has the latest ones, just released with 1.3: Does require a free utility from the Unity Store however. Details in the link. -
Fidget spinners undergo rapid unplanned disassembly commonly in real life, it's perfect for kerbals. I know @Majorjim! has one based on a thermometer, but I have yet to dive into that part of kerbal so I know nothing more about it.
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Could not believe my eyes when I read the news. I have envisioned this through my own randomness but never thought it would happen. I do share some concerns that were mentioned before but I believe this will work out for the best.
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Questions about .cfg
SchwinnTropius replied to Warsoul's topic in KSP1 General Mod Development Help and Support
^This is correct about lighting. If you want an actual light coming from your part, you have to add a light object to your part, and animate the alpha channel. The animation can be named anything, just as long as the .cfg reference is identically named. If you just want to pay with emissives, it may be easiest to use or build off of IndicatorLights (link is above). If you can find (or write) a mod that can change the model color in-game, I would be very interested. -
Stories: I came up with an idea to use D&D elements in a career to help direct the ideas I have constantly floating around my head. It could be something you can try. Replicas: you can try real life ships and rockets as mentioned. If you have any other favorite stories that feature ships or planes or literally any other vehicle, you can build it in KSP. Maybe even build a fan story around that afterwards.
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Ford Mustang Fastback 1968 v1.1
SchwinnTropius replied to Azimech's topic in KSP1 The Spacecraft Exchange
You had me at "Mustang". -
I always have a tab open on mobile with these forums on it. When I do use PC for the forums, I have my bookmarks tab open with an array of saved pages on this forum ready to be double-clicked. I used to use f for Facebook so I never considered trying it for the forums.