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Deadweasel

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Everything posted by Deadweasel

  1. You might take notice of the version compatibility number in the actual topic. UR hasn't really kept up, and has been superceded by Texture Replacer now.
  2. ...but if you do it after eating, make sure to wait at least 30 minutes first. It avoids cramps, you see.
  3. Wait, are you still getting the switcher controls in the VAB/SPH too? Because if so, that's a Firespitter thing, which means the most likely reason for your crashes was that you have another version of FS running in your mods layout somewhere. ModuleManager doesn't do anything to the interface, and can't handle switching textures on the fly. It's whole purpose is to modify parts and plugins without actually modifying their source files.
  4. Not dumb, just hurried I'm sure. I've done that plenty of times with other mods! Glad they're working for you and that you're apparently getting as big a kick out of them as I do! What about you TheMariner? Same issue by chance?
  5. Do you also happen to have Firespitter and ModuleManager installed?
  6. Well as the mods' author, he is entitled to do whatever he likes with them, including withdrawing them entirely. He's chosen that method of protesting Squad, not because of their choice of host, but because they decided to simply fold Spaceport completely rather than archive it. His point is that Squad might not see a downside to that route, but players do, and posts like yours prove that. There's also his point that if Squad took a wipe-and-reset approach with something as important as a mod archive, what's to keep them from doing the same with the forums? If you think about it, with the way the forums go down so much, you have to admit that at some point Squad might very well indeed decide to offload these forums to a third party in a similar manner. Now if he hadn't chosen to pull his mods, posts like ours would never be made, and there'd be that much less to prove to Squad that at least some players are willing to throw in the towel completely if all of their efforts for the love of the game are just flushed away like that.
  7. Actually, I'd like to second this with a slight change: add the path and file name for each part in its extended information panel, so you can more easily see exactly what mod it came from, as well as which file represents it on the hard drive in the first place! It's happened so often where I somehow get redundant parts, but can't easily determine which one needs to go away, and end up hunting and searching for the next 20 minutes for the offending file to delete.
  8. I doubt very much anything would be broken, given that the only thing they messed with for 24.2 was to fix a right-click issue with some parts context menus. That said, how hard can it be to drop it in and try it out? It's not exactly a 100+ meg bundle like B9 or Novapunch. If you took the time to download 24.2, the effort to copy the Navyfish folder over and see what happens is pretty much next to nothing...
  9. Funny, I could almost swear this was happening for me before I even plopped this mod in, but I couldn't say for certain as I don't focus much on the music while trying to figure out why that *&*@# VTOL won't just hover ​already!!!
  10. HAHAHA wow... double-ninja'd! Your post must've come through as I was editing mine (again)!
  11. This will help! http://forum.kerbalspaceprogram.com/threads/36010-Introducing-the-Ability-to-Embed-Imgur-Albums! EDIT: ...or just use ninja Darnok's suggestion.
  12. His beef isn't with Curse specifically, but with Squad's decision to destroy the SpacePort site entirely rather than keep it online for archival purposes at the very least. Unfortunately, while I can understand his point of view, there really isn't anything anybody can do to change his mind about continuing his awesome mods at this point. He'll either start missing the challenge, or he'll decide the protest is more important itself.
  13. In fact that's exactly what I did! I was concerned I wouldn't be able to make it applicable to other players, but ModuleManager makes it easy to pull that off! Anyway, the latest version will let the player cycle through all the textures for each individual light, instead of having to semi-permanently replace the textures outside of the game to see them (Firespitter and ModuleManager needed for the latest version to work). Meanwhile, I've been trying to see if it's possible to tap into the tweakables aspect of the latest game versions. Specifically, I'm thinking there's got to be a way to turn on the lights in the VAB/SPH like we can with other lights, so we can work out lighting distribution without having to launch/recover again and again to see the effects of our build.
  14. Well, I know it works well enough for me to play around with texture switching on the fly... >_>
  15. This is what happens when you touch your rockets in an inappropriate way. Stop doing that.
  16. Well, I don't know about "definitely", since it seems to be working here just fine in x64 so far for me...
  17. Seems to be working just fine for me in .24 so far.
  18. Yeah, I was really confused when this started happening to me, right up until I got here and saw your mention of it. At least you're aware of it, I suppose!
  19. lolwut... You do ​realize there are indeed a veritable ton of parts mods already out and about, right?
  20. It's not so hard to just slap it in and give it a try... Can't wait to do just that tonight!
  21. Heh, you ever hear the high-speed flight noise for just a moment when loading in to a craft landed in atmosphere? That's a clue to what's going on as the game gets things set up. For just a moment, the ship is considered to be traveling through the atmosphere about the speed that the planet itself is traveling through space. In that short moment, if your solar panels were deployed, well, they ain't no more.
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