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ColdJ

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Everything posted by ColdJ

  1. 8/10 A sensitive human being would be too modest to say so. I am human because I take in oxygen and release carbon dioxide.
  2. Granted. They grow it so large that they destroy the solar system and grow into a gravity mass so dense they become a black hole. I wish for a yam.
  3. Because they are the same people who cancelled Almost Human. https://www.theguardian.com/tv-and-radio/tvandradioblog/2014/may/07/almost-human-one-series-terminated-tv Why are tv programmers unaware of what good television is?
  4. Having Batgirl jump on Batman and have meaningless sex in the animated version of The Killing Joke was the best decision the studio ever made.
  5. Because your answer was better. Where is the last place you look?
  6. Huh. I didn't realise that the Suicide Squad even had a fan base to annoy.
  7. Hi. This following is an example of the model pathway in the Mk2 Expansion Endcap. MODEL { model = Mk2Expansion/Parts/Structural/Endcap/Model texture = Cockpit, Squad/Parts/Command/mk2CockpitStandard/Cockpit texture = ksp_l_cupola_diff, Squad/Parts/Command/cupola/ksp_l_cupola_diff } Mk2 in a lot of cases points to Stock textures to skin their parts. In the above the where it says texture = The "Cockpit" and the "ksp_l_cupola_diff" that are before the comma and after the = are dummy textures that are used as place holders for the folder pathway that is after the comma. So you can see that the real textures are in Squad folders. When Squad changes it's folder structure then the pathway is no longer correct and the config can't find the textures. It does not go searching for them. So you either need to go look in an older version of KSP for the correct texture files and recreate their folder structure or you need to put the texture files in the same folder as the Mk2 config file replacing the dummy files and then as an example either simply remove the texture = lines out of the model subsection or rewrite the path as in this example that is specific for this config. MODEL { model = Mk2Expansion/Parts/Structural/Endcap/Model texture = Mk2Expansion/Parts/Structural/Endcap/Cockpit texture =Mk2Expansion/Parts/Structural/Endcap/ksp_l_cupola_diff } Hope this helps.
  8. Even if you had the best intentions it is poor form to just rework someones new patch without discussing it with them first. If you work with them then you could come up with 1 unified patch that addresses any concerns. Your one should not be in the wild until you have a good discussion about what why and how with the author of the original.
  9. Not this time. @Souptime goes well with @Melontime
  10. I'm asleep right now. And I am @StrandedonEarth.
  11. Waiter: Yes it's the Souper Bowl. 2 soups enter, 1 soup leaves. C:W, There is a sports announcer in my soup.
  12. Hello all. Well I have been slowly learning new tricks and sadly what I have to show can't just be put in a config file as I have been using BforArtists 2 to repair and even now create doors/airlocks. I got tired of asking people if they could make me a put anywhere hatch, and never getting any interest, so I have made my own. It works well and can transform in the SPH from a rectangular door to a circular 1. So here are some beauty shots of the work I have been doing. Oh I also have a proper 2 kerbal, seated properly, MK1 inline cockpit now as well.
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