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scottadges

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Everything posted by scottadges

  1. 14 (-) Sounds good, let's see if anyone else crashes this -100 party!
  2. 18 (-) I'm just digging through 15 years of folders on my computer from 3 different backup drives ... I can keep going as long as we can LOL
  3. (Not knowing what that includes and not being snarky when I say this) Why is the latest version of Unity better?
  4. Honestly, I just got my 1.7.3 game tuned properly... I won't be updating to 1.8 unless there is some SIGNIFICANT reason to merit an upgrade. And even then, probably not until sometime next year.... (I'm not usually the type to derail the hype train, but honestly after ~14 times reloading various mod sets and praying my then-current career game doesn't break... I'm kinda done with upgrades)
  5. 44 (-) @Space Nerd @XB-70A @Fraston @SpaceplaneAddict Where my negatives at?
  6. Hard to believe I am JUST finding this set of mods now! Downloaded separate versions from Github, as I'm only interested in QuickStart and QuickExit at the moment. So just wanted to confirm, each of the separate mods all go under same QuickMods folder, correct? (i.e. [KSP]/GameData/Quickmods/)
  7. Thanks for your comment. I would expect that it wouldn't allow extraneous docking, as well (since the nodes work for the Editor, but not outside). Just got me thinking, since it's a custom patch, maybe some unexpected (additional) functionality there?
  8. It feels like I run into this a lot (I love the shielded, but they're impractical sometimes for this reason...and I'm not really interested in making a patch.) I'm wondering with your solution, you have to open the shield though first right before undocking, correct? it won't connect shielded, or will it connect that way when it loads? So with this type of patch, does that allow you to dock to it even unshielded? or the node only affects the part (i.e. visible and active) in the editor?
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