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Everything posted by 123nick
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
123nick replied to PolecatEZ's topic in KSP1 Mod Development
they seem unnesesary when used with mk2 expansion by suicidal insanity, but... i dont see whats soo bad about them. they have the B9 texture, if anything there a bit redundant, considering the fact that i already have a mk2 expansion. -
thats only for adding a .exe file soo u can launch it with steam. too have the game in your library, and actually available, you need too go through some process that gives u a steam key.
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oh well then idk? maybe its through some wierd proccess. maybe the servers have been overloaded and its not available. maybe they pulled it, and havnt responed about why its not there anymore yet
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it should still be a option. im like, 1000% sure it still is.
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but you dont have too pay twice! i think u get a steam key, through a free proccess.
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i think if u right click ksp on the list of games, you can see properties. click that, then there should be a window with a betas tab. click that, and there might be a drop down menu under the beta tabs after u click it, i think u can select 1.1 opt in? maybe?
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if you bought it before, u should be able too ask for a steam key. if you dont want too give your money too steam-- why? steam has done nothing wrong, a big % of the profit goes too the devs. on the ksp store website, when clicking on KSP , it says right there "buy it on steam" . so if you read it, you probably know you can get it on steam.
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so that way you can have it wherever u have internet, because you can download it through steam. i mean, sure u can probably download it through the ksp store, but then again, you wouldnt have access too the 1.1 pre-release opt in would you? you saw what they said on the original post, you know they wouldve if they couldve, but they said that its easier too use steams already built in beta-release system, and if it works for the developers easier enough then their own website, id suppose it would be ok for the players too use it too? i mean, if its there, and it works, and most people who play ksp use steam, atleast a big % of people who play ksp play it with steam, then why not use the steam system for beta releases and opt ins?
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but nobody even reads them anyways. 9/10 people just scroll down and press the button saying that they have read it an accept.
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they said they would've if they could've ! and really, who doesent use steam? its so common, i dont see why anyone would have any excuse too not use it.
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they said that they probably would've if they could've. you don't have too be so melodramatic. and really, who doesent use steam? its the best thing ever.
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will you make the wing parts compatible with FAR?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
123nick replied to ferram4's topic in KSP1 Mod Releases
the water doesent seem too slow down parts like it should i think drag is increased - when a pod was bouncing in an out through the water, i couldnt pitch up or down while in the water, it was like, fixed too facing retrograde. but it still seemed too maintain speed, sometimes even gaining speed being forced out of the water. i think i had this problem before, but dont know the fix. any idea?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
123nick replied to SuicidalInsanity's topic in KSP1 Mod Development
these parts look awesome! one suggestion- thought of adding interstellar support for the nuclear parts? not only for the mk3 parts but for parts from your mk2 mod aswell? for the nuclear ramjets it shouldnt bee too hard, i think, just remove the engine module, and add in a interstellar reactor part module, and thermal turboramjet partmodule, or something? you can look at the original interstellar parts and there stats too see how its done, too make it easier. oh and for the nerva, the pluto engine, its the same reactor part module, but a thermal nozzle instead.- 863 replies
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i absolutely LOVE this mod! i mean, i havent got it yet, nor do i have BD armory, but i love how some of the turrets arent based of IRL turrets, like other mods. but you know what would be cool, if impossible? stock-a-like weaponry. i mean, im not 100% sure how it would look, but a interesting idea nonetheless, right?
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[WIP] Radioactivity - test release 0.1.1 (Sept 7, 2016)
123nick replied to Nertea's topic in KSP1 Mod Development
omg this is literally the best idea ever! it will put new meaning into craft design- no longer do you just need CoT too align with CoM, and RCS thrust aligned too CoM, but now, inorder too have nuclear reactors, you need shielding! amazing! -
is that language even allowed on the forums? idk, but regardless, i DO think that it looks cool.
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[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
123nick replied to SIT89's topic in KSP1 Mod Releases
would this be the cause of some problems using this mod? -
for some reason, im using alot of mods and the shift button just is not working in editor. holding it while pressing W, A, S, or D, will not decrease angle increment size too 5 degrees, like it should, or 15 degrees or whatever it was. it looks like it increments 5/15 degrees for a second, then rotates the full 90 degrees. i dont remember adding any new mods, except hangar grid, but that mod does not modify angle increments at all. is it editor extensions?