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Everything posted by jokamo
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Component Space Shuttle V 5.0.1 (July 14, 2013)
jokamo replied to Cepheus's topic in KSP1 Mod Releases
the more you ask, the longer we wait... -
That sounds way too similar too spore.
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*Necro. We need Burans brother!
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brilliant! can't wait to see this finished
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same here, looking forward to it!
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[0.22.X] BobCat ind. Historical spacecraft thread
jokamo replied to BobCat's topic in KSP1 Mod Releases
hhmm, ok, i'll try switching with the map view, and sorry Darth, I did mean to say 90,000m as for the ship size, i was using just the Mir modules, so there were hardly any parts on it at all! probably 30 at most. -
[0.22.X] BobCat ind. Historical spacecraft thread
jokamo replied to BobCat's topic in KSP1 Mod Releases
Sorry to be a pain again, but has anybody ever had any of their vehicles randomly explode when switched to? this is the fifth time that my MIR station has randomly exploded when switching to it (via the [ ] keys) i have also had the Buran shuttle randomly explode (this time not due to oscillations) while carrying strutted cargo. the Mir station was completely stable, it wasn't moving at all, just in a 90,000 Km orbit, and then BOOM. gone. no debris hit it, does anybody have any ideas as to what is happening? or is it another of KSP's unsolvable bugs? (All of the parts used were part of the soviet pack) -
are there any plans to make this an in-game tool? it would certainly change how i play and could help with the lag! if we were able to choose which parts were welded to each other
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[0.22.X] BobCat ind. Historical spacecraft thread
jokamo replied to BobCat's topic in KSP1 Mod Releases
is anyone having the issue where the Buran shuttle shakes itself to pieces while the end of the Buran manipulator is close to the back end of the shuttle? I just tried to deploy a satellite and it just went mental! if it helps, i had SAS turned on. ( i also have the latest version of the soviet pack) -
Steam adds Oculus Rift support to SDK 2013
jokamo replied to Phenom Anon X's topic in KSP1 Mod Development
squad don't necessarily have to add in support, someone could just as easily add the support in themselves. i'm getting my devkit in a few weeks, so i might have a look at how i could implement it -
Dragon Rider Capsule [0.23 (2/14/14)
jokamo replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Ok, i'll try the mod again to see whether it was an incompatibility issue, thanks! -
this may sound silly, but what i'm looking forward to the most is the compressed TGA / MBM textures, my ksp has become incredibly laggy (and i have a very ott pc!) i was wondering what the problem could be and then i saw that it could be the textures! hoping it is, but thanks for these parts, absolutely fantastic!
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looking forward to a hopefully updated G-habs! the updated bace module you did works brilliantly! it would be a shame to see g-hab die out
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Dragon Rider Capsule [0.23 (2/14/14)
jokamo replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
hey guys, can we expect to see an update for this sometime soon? it has caused my game (0.2.2) to crash several times :/ is the mod going to be kept or not? cheers. -
hey guys fantastic mod! absolutely brilliant, i was just wondering though, do you think you could include a tutorial of sorts, on how to build a successful carrier? i got so confused with which piece goes where! :S
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i love you modders! (full homo intended)
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it'll be great to wake up to this! cheers guys
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please do make the submarines!!! that would be incredible so i'm guessing the carriers need jets on the side then?
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asdfghjkl, oh yea, how fast can the boats go? is there an onboard engine or is it with side attached rockets?
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half seven, i am going to wait until 3 am if i have to!