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KSP2 Release Notes
Everything posted by editor99
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Nerf: Nuclear Engine Ripple Fun
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Finally, after all these years...
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[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
editor99 replied to Kernowden Kerbin's topic in KSP1 Mod Releases
oh -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
editor99 replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Can you share a craft file? -
[1.10.x] Provenance Aerospace - Stockalike New Glenn Mod
editor99 replied to DylanSemrau's topic in KSP1 Mod Releases
It should. It works works with most decoupled stages if you meet the requirements. See if you have ec or control of the vessel. If you don't, make an mm patch for an generator (Or RTGs could work too) or tweak the settings for Fmrs.- 138 replies
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- new glenn
- blue origin
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Um does anyone have reflective ground? It really bugs me out
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[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
editor99 replied to Kernowden Kerbin's topic in KSP1 Mod Releases
ScreenShots: https://imgur.com/gallery/SQQS5OK -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
editor99 replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Umm, Which graphic mods do you use? -
KerbalX.com - Craft & Mission Sharing
editor99 replied to katateochi's topic in KSP1 The Spacecraft Exchange
Uhhhh kerbalx may be temporally down...... edit: application error : An error occurred in the application and your page could not be served. If you are the application owner, check your logs for details. You can do this from the Heroku CLI with the commandheroku logs --tail edit: fixed -
ACE COMBAT 7 now I want to install Mnws
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[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)
editor99 replied to Johnny005611's topic in KSP1 Mod Releases
I'm sorry, What the hell happened to this mod? -
[WIP] Nert's Dev Thread - Current: various updates
editor99 replied to Nertea's topic in KSP1 Mod Development
This mod is getting more amazing every second -
Is it possible to make mods with python?
editor99 replied to theleg's topic in KSP1 Mods Discussions
Unity uses C# as it's base language.(And most mod makers use it, it's almost considered the standard) (But to be precise, KSP runs on the Common Language Runtime, which manages the execution of .NET Programs.) Many mods use .DLL files, which basically are libraries of functions. It's easier to import .DLLs in C#. While it's technically possible to replicate this in python, it makes your code inefficient. Also while I've never made a mod with python, I'm not sure how i'll get the code running, without some kind of "executor" written out of C#. Just learn C# dude........ -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
editor99 replied to Ger_space's topic in KSP1 Mod Releases
Never mind, OpenJL was causing issues. In case anyone has similar issues, I found a dupilcate: https://forum.kerbalspaceprogram.com/index.php?/topic/190733-ksc-extended-missing-textures/ (Note: Corrupted or Missing textures are usually pink) -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
editor99 replied to Ger_space's topic in KSP1 Mod Releases
Yes, almost every object is black. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
editor99 replied to Ger_space's topic in KSP1 Mod Releases
Any one getting missing black textures? Every version I try from 1.8.1 to 1.12.2 doesn't work. Ksp.log: https://file.io/SIxrzqSuE7jH Mods: -
[WIP] Boring Crew Services - Stockalike Starliner Mod
editor99 replied to DylanSemrau's topic in KSP1 Mod Development
Thanks for the clear-up there.- 497 replies