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Posts posted by Turin Malos
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10 hours ago, Terwin said:
By my understanding...
My thanks for the clarification.
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On 10/31/2016 at 8:35 AM, -MM- said:
I've done some testing with the upgrade system and while I was unable to apply upgrades, which were created on the fly, directly to my parts, creating custom tech-tree nodes seems to work just fine.
Just to get this straight: Does this mean we can add automatic upgrades across the board to tech nodes? Something like if an engine uses oxidizer, it gains X Isp?
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8 hours ago, JeffreyCor said:
Though -MM- is generally opposed to adding support specifically for mod items, I like this idea and hope it will be considered
If it can be done with cfgs alone, I'll figure it out m'self.
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Something I'd love to see is SCANSat integration. Being able to use RnD to widen operational altitude windows and FoV would be awesome, especially the very short-range BTDT.
(ignore if it's already been said - I admit to not looking)
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12 hours ago, JeffreyCor said:
Because without it, when people discover parts that use TweakScale do not have upgrades that work properly they complain about it. So instead of having to explain it over and over, MM simply states that it is not compatible and kept TS parts from being looked at by KR&D
Thanks for telling me, I'll have to play around and see if I have issues like that. If I have, I didn't notice. Perhaps I'm just lucky in that regard.
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Given my experience: I decided to take my chances and removed the 'no tweakscale' restriction manually as I use it extensively. I've done so since 1.1 and have had absolutely no problems because of it yet. I'm honestly left to wonder why its there in the first place, but then again, I'm not a programmer, just someone willing to play with cfg files. YMMV.
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On 10/12/2016 at 9:09 AM, Lennartos said:
... i'm still waiting for it before before launching my new 1.2 game
Seconded. This mod's on my 'must have' list.
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Is it possible to change the utilization multiplier upon learning a tech? If so, how? For sake of clarity: As a part of researching a tech, the utilization multiplier of specific fuels/resources would increase or decrease.
Apologies if this one has already been asked, couldn't find it when I went searching.
[1.12.x] Champagne Bottle Redux
in KSP1 Mod Releases
Posted · Edited by Turin Malos
I like the mod as I'm that guy telling people to name their computers and won't buy vehicles that use model numbers instead of names (I mean, c'mon Mazda, could you be any less creative?). One suggestion: Add the prefix 'KSV' (Kerbal Spacefaring Vessel) to the pool. It's the one I felt most logical, so it's the one I use most often.
Edit: Oh wait, you did. Sorry!