BlinAndVodka238
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Everything posted by BlinAndVodka238
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Any particular reason why Breaking Ground is currently not supported stock? I tried scaling the rotor engines and blades and they seem to work fine. And is there a way to scale everything from a root part?
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- tweakscale
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
BlinAndVodka238 replied to Theysen's topic in KSP1 Mod Releases
Aww, but i'm just asking if they had the intention to update- 2,215 replies
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- realism overhaul
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
BlinAndVodka238 replied to Theysen's topic in KSP1 Mod Releases
Excuse me, are there any serious consideration to push this whole large RSS/RO/RP-0 mod pack through to 1.8? seeing as how 1.8 is the last major version of KSP before the big 2 and possibly the last major code change to the game as well as much better optimized?- 2,215 replies
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- realism overhaul
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I run a 32gb i7 8750H with a GTX1050ti, how much should i get in FPS? Also fun fact i showed this to my (65 YO) mother and told her it's actual NASA footage and she believed it lol.
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The change shape thing doesn't appear for me, only the change texture. I use 1.7.3 and the latest version of this mod. Please ask for any details you'd like. Is this a known bug?
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[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
BlinAndVodka238 replied to Johnny005611's topic in KSP1 Mod Releases
In my experience, DDG is a Guided Missile Destroyer, CVN is a Nuclear-powered Carrier. CG is a missile cruiser, SS is a sub. SSBN's a Nuclear-powered Ballisic Missile Submarine, SSGN's a Nuke Guided Missile Sub. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
BlinAndVodka238 replied to girka2k's topic in KSP1 Mod Releases
Just wondering if there's anyway to disable or stop the animations from playing as every animated parts in my welded craft's just extended itself. I use the latest version of this mod on KSP 1.7.3 with Breaking Ground and Making History. along with the latest version of the following mods: BDarmory Continued, TweakScale, Throttle Controlled Avionics, HyperEdit, Physics Range Extender, Mouse aimed-flight and Kerbal Engineer Redux -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
BlinAndVodka238 replied to jrodriguez's topic in KSP1 Mod Releases
Ok that's flipping awsome -
Hey man, what happened? most of your Threads' locked and links' broken, hope you're ok?
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So here's a Russian-ish Ship (inspired largely by the Slava-class) i built earlier using parts from this, SM Marine, SM Armory Gunz, and SM Armory Rocketz, i used Destroyer Sterns and Hulls, along with a Small Modern Superstructure Middle cut thingy for the superstructure xD, i would be flattered if this 68 parts boat could get to the front page though. And also i noticed i can double jump, or even triple jump up to almost 10m while standing on the Ships, while not on land, though i think it's probably KSP's interaction with Crafts' fault and not the Mod's.
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Any idea why the tumblehome bow part looks like a normal bow with a patch of added model instead of like in the picture?
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Just a suggestion, Maybe add larger motors? i wanna make landing legs and stuff, and i don't know how to use Inferno Robotics (the motors just stuck there, checked the groups and the actions, but it seems like it's blocked by something and starts wobbling) or maybe make it compatible with tweak scale, thank you.
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Kerbal Space Program Update 1.5 Grand Discussion thread
BlinAndVodka238 replied to UomoCapra's topic in KSP1 Discussion
So, using DirectX11 makes the VAB/SPH part selection menu's Texture goes missing (just a blank silhouette), in KSP 1.5 there was a mod that fixes this by changing the VAB/SPH texture with another one, here it : https://drive.google.com/file/d/1XdydhpOOuo3yvzvwm8KDL7jI8-ikx8xf/view The bug: is there an equivalent of this for KSP 1.5?- 388 replies
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- kerbal space program
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
BlinAndVodka238 replied to Ger_space's topic in KSP1 Mod Releases
lol so i was just plain unlucky then xD welp, waiting to download 1.4.5 anyway! Thank you very much -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
BlinAndVodka238 replied to Ger_space's topic in KSP1 Mod Releases
Uhh... so i installed the Mod on Version 1.44, the KK button is there, but in flight when i hit Ctrl K it doesn't show up anything, and when used with Kerbin Side, it doesn't show the structures, and i just put the Kerbal Konstruct folder inside the GameData, are there anything wrong? For refrence, i'm using it with: -Kerbal Engineer -KSP-1.44 Fixes (fixes the missing texture for KSP when using DirectX11) -A forked Japanese version of KJR for 1.4.3 -Improved Chase Camera -Vessel Mover -Missing History -Hyperedit (Of course) -Tweek Scale? Plz Help? -
[WIP] Infernal Robotics - Next
BlinAndVodka238 replied to Rudolf Meier's topic in KSP1 Mod Development
Lol i solved it a while back but for some reason forgot to post it, sorry leaving you hanging there xD So it didn't work becacuse of... Brain farts, i put the GameFolder inside the GameFolder... yeah, sorry to bother you -
[WIP] Infernal Robotics - Next
BlinAndVodka238 replied to Rudolf Meier's topic in KSP1 Mod Development
I'm using 1.4.4, is that the problem? xD -
[WIP] Infernal Robotics - Next
BlinAndVodka238 replied to Rudolf Meier's topic in KSP1 Mod Development
what version is it for? The game doesn't report it as incompatible but it doesn't work either, no KJR buttons, and the noodle rockets confirms it? Ahhh well, back to autostruts, on crafts that Auto struts can be used on anyway... -
[WIP] Infernal Robotics - Next
BlinAndVodka238 replied to Rudolf Meier's topic in KSP1 Mod Development
I love this mod, really do, and currently i am using a forked Japanese version of KJR with it because theImproved KJR link is broken, can you please repair the link? -BlinAndVodka238- -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
BlinAndVodka238 replied to Johnny005611's topic in KSP1 Mod Releases
The Aero and the Weapons pack never gave me any problems, though the UFO-ness of the plane cause me to edit some stuff i the config file, i also tried the ships you pick, and i do notice that they took a lot of time to load, but once they're in the game, they run pretty smooth, so that's a plus (certainly better than my 700 parts DDG hand-made game breaker xD). I would also suggest you compress the models and textures and put them into a "lite" pack for people who's playing with potatoes like me. Sincerely, BlinAndVodka238 -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
BlinAndVodka238 replied to Johnny005611's topic in KSP1 Mod Releases
I tried the Ships pack alone, without others, with DX11, and it's always on the verge of crashing xD, i have to be like... super careful, so i decided to not use the pack anyway, i can run the 2 other pack on OpenGL however it's with potato graphics, but still better than having the selection menu with blue items. And crashing makes sense since my laptop is from... 2010... i think, yeah, so it's a pretty bad one. Thank you for all your help, have a nice day good sir! -
[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
BlinAndVodka238 replied to Johnny005611's topic in KSP1 Mod Releases
when i remove the ships pack, it loaded pass all of the packs , but then it's just stuck on Loading Expansion: Making History 1/2, so either there's something else or my KSP is broken, in which case... flip, but i will try the play KSP with directX11 instead, thank you Edit: I used Dx11, and it actually loaded pretty fast, the 2 "lesser" packs, but the selection menu on the side doesn't has texture, the actual menu and the parts does, but the item doesn't, just the outline, and blue.... is this normal if i use Dx11? ps i usually ignore single item mods, but yours is beautiful, (and the biggest mods i downloaded, i pretty much doesn't use mods) ps the jets are crazy, they're like UFOs )))))))