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munktron239

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  1. One of the greatest KSC mods out there, this mod really brings the KSP 2 into KSP 1 I'll usually switch between the KSC extended mod (for the launchpads) and this one, but I have a slight bias towards Vans KSC. Something about all of the runways makes the Kerbal Space Center feel like an actual, thriving spaceport. The Pier is also a bonus, as it lines up with what we had in the KSP2 space center. Also, I made a collection of MapDecals for Kerbal Konstructs to preserve as many trees as possible from the recent Parallax Continued mod. I don't want to post them here (I'm still new to the forums and etiquette) but if anyone has any advice on where to post them, feel free to message me. It's about 11 separate KK MapDecal files and they min-max the trees on the KSC "peninsula" https://imgur.com/gallery/amazing-vans-ksc-with-trees-3GParzL
  2. For me... 4 months. I got a new laptop on my 19th birthday last year and the first thing I did was install KSP. My laptop came with 2 x 8 gigabyte 1Rx16 RAM sticks, but Kerbal was just too ram hungry on my poor laptop. Back in last August, right around when modding started picking up in the KSP community I finally decided to put one of the 8 gig sticks to rest and bought a 32gig DDR4-3200 stick. Going from 16 to 40 gigabytes was definitely quite a jump, but back then my CKAN modlist wasn't in the triple digits yet... Today I made the final upgrade and now have 64 gigabytes total, and the difference is amazing. I can now launch rockets at 30 FPS! Wow!
  3. Is there any benefit to using this fork of KJR over the other one, KJR continued? CKAN says that KJR Continued has been updated more recently (as of 3/24/25), but this thread seems more active than theirs. I don't really want to necro a 2+ year old thread (I just joined the forums like... today) so I'll ask here. Is there a difference? are they the same? In my testing, I haven't noticed a difference in wobbly rockets. Maybe the answer is super obvious I'm just going crazy over nothing...
  4. Very cool mod! Personally, I prefer this over WASD editor camera (sorry LGG) and its super helpful when you need to zoom in reeeeeeaaallly close to a part. In the VAB, there is a limit to how far you can zoom, so without this mod, I would have to switch to the SPH and move the camera to zoom in where I wanted... but with this mod, it's much easier. It also lets you get cool (and rather cursed) shots like this! https://imgur.com/gallery/forbidden-vab-view-feat-cameracontroller-next-UvOoXe9
  5. One of the most useful mods I have ever used, I don't know why this mod isn't talked about more often! Seriously, without this mod, I could have never written any of the .CFG or module manager patches I use in my 350+ modded playthrough. Being able to open a parts config file, or copy its name, in just 1 button push (as opposed to sifting through your GameData folder) is invaluable. The best feature, however, is the MM patch history. I could never have gotten any of my TURD configs to work with ReStock if I didn't have this mod to see which parts were being affected by specific modulemanager patches, and where the files were located. Thanks for making such an amazing mod, without it I probably wouldn't still be modding to this day. -munktron239
  6. I started playing KSP when I was in 7th grade, around when 1.3 (or was it 1.4?) came out. I only got into moddding KSP in the last 4 or 5 years and have often visited, read, and combed through these forums for mods, fixes, and advice. I turn 20 today, so i figured that now is as good a time as any to decide to join the conversation myself. Long live KSP! I'm thinking about posting some ModuleManager patches and configs for mods like VABorganizer for some of the mods I play with (a whopping 350+), so that's what I'll probably look into next. Hoping to finally contribute and partake in this amazing community in 2025 (and beyond)! -munktron239
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