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Everything posted by mindseyemodels
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I downloaded all of the mods I posted on from ckan and they are not compatible(some of my ships use these mods and I cant use these ships if the mods are incompatible{that and it crashes before it gets to the start menu})
- 2,070 replies
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- plugin
- rasterpropmonitor
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(and 1 more)
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I simply like all my subscribed addons up to date so my game doesn't suffer because of it
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
mindseyemodels replied to ferram4's topic in KSP1 Mod Releases
I am simply notifying the makers of my favorite mods to keep them up to date so my game doesn't crash from too many incompatible addons so I hope you can see my reasoning I just want to get back into the game but I cant do that if even 1 of my subscribed mods is outdated because the incompatibility will make the game crash before the menu- 2,647 replies
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[1.2] Pirates of the Keribbean v0.2 [29.10.2016]
mindseyemodels replied to GagaX's topic in KSP1 Mod Releases
update required -
[1.1] Mk3 Hypersonic Systems release
mindseyemodels replied to nestor_d's topic in KSP1 Mod Releases
update required- 27 replies
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- mk3
- hypersonic
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(and 1 more)
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update required
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
mindseyemodels replied to ferram4's topic in KSP1 Mod Releases
update required- 2,647 replies
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update is required
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[1.2.2] Future Weapons - BDArmory Sci-Fi Addon
mindseyemodels replied to Aerolfos's topic in KSP1 Mod Releases
update required -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
mindseyemodels replied to blowfish's topic in KSP1 Mod Releases
all your mods need updating- 640 replies
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- spaceplane
- parts
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please update this mod(again it is incompatible with the new version of ksp)
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[WIP] Mass Relay - a fancy stargate
mindseyemodels replied to flywlyx's topic in KSP1 Mod Development
where exactly would our platforms find this in ckan? the geth wish to simulate the effects of the relays on simple ships -
why wont the mass driver arm? I am trying to arm it but it wont activate what is happening?
- 218 replies
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- mass driver
- magnetic propulsion
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I was playing ksp making my version of the ssv Normandy mass effect 3 Normandy seen here when a thought came to mind..."would it be possible to make a reaper mod for ksp?" I thought then to avoid copywrite strikes just modify the model by smoothing out the surfaces and re-texturing it with the standard white black and gray look of ksp here is a review of a reaper replica by dark horse replicas so you can see what we are dealing with in terms of model just do away with the indented lines and smooth out the texture a lot and recolor it and you would have a reaper for ksp this thing would need POWERFUL built in reaction wheels and some high power plasma engines obviously keep the major details and the lights but the small lines seen on the model could be left out also the legs of this thing need to be animated to deploy using the landing gear button to understand what reapers are just play mass effect 1, 2, and 3 also since the scale of reapers is incredible at an enormous 2 km tall you could reduce it to only 300 meters instead of the full 2000 meters also if it could be uploaded to ckan that would be fantastic because it is super easy to use
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the geth have arrived at consensus, 5,962,158 runtimes agree that the model should be subtly modified as to not be a direct rip from the game but still be recognized as Normandy, and textures should be modified to fit with the kerbal space program aesthetic, heat shield tiles on the lower sections and the standard white hull color everywhere else blue windows and a flag to complete the kerbal space program look and feel the modifications to the model should be limited to window shape/size and adding of features like rails along the hull for EVA however 296 runtimes disagree with this and another 1,951,755 runtimes state that you could ask bioware for the model or at least give credit to them to hopefully avoid copywrite strikes it is time for you to chose which course of action to take, we also have agreed that uploading the new version of this mod to ckan will allow humans to download the mod with significantly decreased dificulty
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[WIP] Mass Relay - a fancy stargate
mindseyemodels replied to flywlyx's topic in KSP1 Mod Development
if this mod gets uploaded to ckan we will find out(and many more players will be able to have mass relay networks) a lot more will notice it if you give ckan a try because that is the easiest way to download ksp mods -
[WIP] Mass Relay - a fancy stargate
mindseyemodels replied to flywlyx's topic in KSP1 Mod Development
The reason i say upload it to ckan is that it is the easiest way to download mods ever just click a check box click apply changes then launch the game ckan is the only way i download mods because it is so simple -
[WIP] Mass Relay - a fancy stargate
mindseyemodels replied to flywlyx's topic in KSP1 Mod Development
I think it is a single part because breaking up a mesh is super hard(you would need boosters for days) -
[WIP] Mass Relay - a fancy stargate
mindseyemodels replied to flywlyx's topic in KSP1 Mod Development
the geth have reached consensus that this modification should be uploaded to the comprehensive kerbal archive network or ckan for other platforms to download with decreased difficulty
