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KSP2 Release Notes
Everything posted by Staticalliam7
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oh god exactly what I feared. Guys, children are *not* for experimental testing, they have to wait until they are 7
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oh god what have I started Ok. so in ksp 2, when kerbals are bred from a colony, will they be babies (would be absolutely adorable) or will they just instantly be adults?
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Hola! Welcome to the forums! Hope you have a nice stay
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That's one nice looking navball - surprised it wasn't more expensive
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- totm jan 2022
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i can hear SRB-X calling me
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Why, thank you I'm probably going to do through testing of MK because I am starting a save that uses FFT and I want to have a colony and life support
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A powerful core, with 4-8 boosters, depending on the situation.
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Is that.. Is that a.. Is that a The Martian reference?
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Ah, makes sense. Is there a mod that corrects this, or is it too deep within the game's code to mess with (without losing your mind)
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Ah, ok. Any clue as to what causes drift?
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AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Staticalliam7 replied to AtomicTech's topic in KSP1 Mod Releases
@AtomicTech I'd suggest using AtomicT as the prefix to avoid this issue- 83 replies
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Wouldn't automatically locking parts if they are not in motion actually fix the drift?
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what an excellent book
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@zer0Kerbal's MoarKerbals mod
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AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Staticalliam7 replied to AtomicTech's topic in KSP1 Mod Releases
I'd suggest making a branch on github, backing up the data, and then clear all the folders and then structure the directories using the backed up data- 83 replies
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AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Staticalliam7 replied to AtomicTech's topic in KSP1 Mod Releases
Basically what @Stone Blue is saying is that instead of having the AT-Junkyards-Main/ directory, you should pull the GameData/ directory from each individual mod and put it in on unified AtomicTech/GameData/ to make everything in the standard mod directory structure- 83 replies
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