

Killerhurtz
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Sr. Spacecraft Engineer
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[1.12.x] Netherdyne Mass Driver Mod
Killerhurtz replied to linuxgurugamer's topic in KSP1 Mod Releases
Having issues getting it working - when clicking the "Arm Accelerator" button, nothing seems to happen. -
Am I silly? I can't figure out for the life of me how to load presets...
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[1.12.*] KerBalloons Reinflated - Real Science?
Killerhurtz replied to linuxgurugamer's topic in KSP1 Mod Releases
I've changed all of the settings I could find for speed - setting "speedLimiter" to false and increasing max speed to 1000 in both the universalPayload.cfg and in the balloonSpecs.cfg files, and I'm still flying at 5m/s. Am I missing something? Are speed settings also saved on a per-save basis? 5m/s is way too slow for me, ahah. -
Come on Damion. What he said is true. You know, as a mod maybe you should care a bit more about what the community has to say instead of acting like a machine.
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Edited first post to add it. While I\'m at it, I got some good news and some bad news. The good news is, I started working on Firelark\'s 'child', Eagle. It will be a bit more modular and fit more roles. I\'ll upload a screenshot of the progress. That, and I have LOTS of ideas. The bad news is that my main computer is broken (PSU blew) so I have to borrow a computer, and it\'s not always available, so the work will be MUCH slower. And because of that, for now mostly everything involving plugins is set aside.
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Yeah, I think this is due for a massive update. I think I will be redoing pretty much everything now... Especially now that plugins will allow for even more stuff (As an example, Firelark will be reborn under a new name - and I will make SURE that it will only be able to be used in itself) Sorry for the huge delays, though. A LOT of stuff had been going on (notably my cooperation with C7 in his pack, and a large down regarding... 'some' people on these forums. But just seeing that this thread was not forgotten is enough motivation to me to keep on going). Now, the question is, should I make a new thread for it?
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Send the sound over. I might be able to work a bit of magic to make it loop.
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For the hovering part - I would say invisible pontoons would do the trick nicely enough (although they may be slightly hard to work with...)
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No texture in KSP
Killerhurtz replied to WerTehMoonAt's topic in KSP1 Modelling and Texturing Discussion
@CaptSkunky: I tried that - what it gives is not a black poly but a nifty way to do fake transparency (backdrop-style - anything inside the model, provided it\'s visible, will be indeed visible. @Payload: it used to be a necessity, but if I recall it was removed somewhere between .11 and .13. WerTehMoon, have you made sure you UVW unwrapped your part correctly? That\'s the first thing that strikes me. -
Silly you. SOPA and PIPA are not dead, not in the least. They just got delayed. ACTA, as far as I can tell, still hasn\'t even been slowed down.
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From what I can gather, he\'s gone at least until persistence is added (so next update), maybe for even longer. But I must remind you that he was DRIVEN off. But for now, from what I know, he migrated to Orbiter.