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KSP2 Release Notes
Everything posted by therealcrow999
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[1.8.x, 1.9.x, 1.10.x] PartInfo
therealcrow999 replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamerToo bad you couldn't do a simple mod, on hover it shows a player what part a mod comes from, like it does with Janitor's Closet installed. But then again, modding is not that simple sometimes, lol. -
[1.8.x, 1.9.x, 1.10.x] PartInfo
therealcrow999 replied to linuxgurugamer's topic in KSP1 Mod Releases
I love the idea of this mod. It will give me an idea if the part I am using is a mod. Something small I have been wanting in the game. I like Janitors Closet, but I wanted something tiny to let me know if part is modded or not, this will let me track the info down now, in game. Thanks. -
OK, so is the reason why in my last game, I was going around darkside of the Mun and the sun was eclipsing behind Kerbin at same time and my craft went black looking, even textures? My cabin lights were not even showing, only thing I could see was my flag. The whole craft was black. I thought maybe it was Restock mod, since I just added that mod in also.
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
therealcrow999 replied to Waz's topic in KSP1 Mod Releases
If you guys are looking for a fixed or new EVE, it is here, and is called EVE Redux: -
[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
therealcrow999 replied to agises's topic in KSP1 Mod Releases
Anyone using this in 1.11.1? Is it working OK? -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
therealcrow999 replied to SpinkAkron's topic in KSP1 Mod Releases
Alright thanks. I haven't played KSP in a very long while. I am going through my mods and removing some that aren't useful. I might go ahead and keep Empty Tree mod. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
therealcrow999 replied to SpinkAkron's topic in KSP1 Mod Releases
Does this mod work with Hide Empty Tech Tree Nodes? Does anyone use Hide Empty Tech Tree Nodes with this mod, or should I scrap Empty Tech Tree Node mod? Thanks. -
No worries, CKAN has been weird the last day or so with other mods. Thanks.
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
therealcrow999 replied to SpinkAkron's topic in KSP1 Mod Releases
Going to give this mod a go, I always wanted to try Unmanned Before Manned, but it hasn't been updated. I like what you are doing with tech tree. I was using CTT, but pulled it out in 1.8 since it hasn't been updated. But it is nice you have your own tech tree and it works well with mods. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
therealcrow999 replied to IgorZ's topic in KSP1 Mod Releases
Thanks. -
Some reason they aren't showing in CKAN yet, mine haven't got updated. I am going to manually install them until they show up on CKAN.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
therealcrow999 replied to IgorZ's topic in KSP1 Mod Releases
Some reason this one still doesn't show up for me in CKAN, but KAS is there already. Kind of weird. -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
therealcrow999 replied to Athlonic's topic in KSP1 Mod Releases
This had been in Toolbar mod, you have to use the latest version, if you have not. New release, 1.8.0.1 Fixed buttons not displaying due to a change in the way floats are compared- 751 replies
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[1.3] NavBallTextureChanger v1.6 (8/7/17)
therealcrow999 replied to TheRagingIrishman's topic in KSP1 Mod Releases
Yeah the thing is I would only use TR for only navball replacing, doesn't seem worth it. If I used it for other things like I use to, it would be. I use to use it for skybox and kerbal suits, but now I like the new suits and KSP added in a pretty good skybox. So that is why I don't use TR or DiRT anymore. One less mod in my mind. -
[1.3] NavBallTextureChanger v1.6 (8/7/17)
therealcrow999 replied to TheRagingIrishman's topic in KSP1 Mod Releases
Do you guys think this need to be recompiled to 1.8? I am using it and it seems to work, just wondering since there was a lot of changed in 1.8. If someone is able, could you recompile it to 1.8. But like I said, it seems to work. These are what I like to use, for anyone interested: Emissive: -
So looking at the .cfg, the simulation cycles secondsPerCycle = 3600, which is 1hr. That is when it does the food check? What settings do you run? Just the default? I am going to try mid ground with naps like 30mins.
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Yeah I have everything stock in Snacks. Oh, it does checks. Alright, I think I am going to turn up my nap time. I want a harder penalty, but not death. I put it middle ground 30 mins, I might try the slider all the way up to a day of a nap. I am also new to Snacks! I was using USI LS, but wanted to try out Snacks since it is updated for 1.8 and now it offers more control over it. I like how it uses stock parts for the processing and recycling. Thing I liked about USI LS was when they ran out of "supplies" they became like tourist and couldn't control anything, so a player had to resupply them. I think in Snacks I can get the same useless effects when they starve too, with the naps. I just don't want to go to the extreme, and have death. I am not a fan of that in LS mods. Snacks seems pretty cool, I am going to give it a go.
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