SniperPilot
-
Posts
4 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by SniperPilot
-
-
On 2/27/2017 at 8:36 AM, mystik said:
(Snip) ...But I have to wonder if there is any real purpose of having a space station? I rather use small comm sats that can do some science and send them to other planets. It barely serves any other purpose. Maybe they need a gameplay rework?
I role play a lot in this game. My present and future station(s) are used for all the things you mentioned- but I also will have staff that will need to be rotated back "home", supply runs that will bring the nessesary goods, etc so it becomes more alive. There are mods that help immerse the experience too. Like dangit, parts can break which means you should do maintenance as well. Very fun and purposeful.
-
Do you feel like this will break mods? Isn't it just localization and some minor bug fixes? Were mods that broken between 1.2 and 1.2.2?
-
You guys are life and time savers. I've had the aero overlay crash for a month now but I don't really need it so no big deal. But the rendezvous crash(just learned how to rendezvous which is why I haven't had that issue) I've actually stopped playing, dreading going through each mod one by one and spending hours looking at the log.
TLDR- thanks for this!
[1.12.x] - Modular Kolonization System (MKS)
in KSP1 Mod Releases
Posted
Out of curiosity, on the Original Post the second "photo" box to the left has a large command module part... I used to use it all the time but now I can't find it after looking for it all day- Has it been discontinued or is it part of another mod that I'm missing?