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TheKosmonaut

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Everything posted by TheKosmonaut

  1. You might also want to look into the Discord instead, or hop on over to the IRC!
  2. @Just Jim oh, yeah I have .zip files for stock only builds of KSP all the way back to .14, I think. Keep them tucked nice and safe in my archives. I also have the modded versions of those saves on hand too. It's kind of heart-warming to see my earliest builds (they were so bad). Either way, those all make for great back-ups too.
  3. I usually have three versions of KSP on hand, 1. The RO experience. This is usually the super modded Realism Overhaul+RealSolarSystem build of KSP with all the works. 2. "Stock" Now when I say stock, I mean with a ton of mods like FAR, MJ2, PWings (b9 and crzyrndm), LS, tons of parts mods, pTanks (mostly because I don't like stacking ~2 tanks on the first stage when I can have one smooth tank. Basically a run-of-the-mill modded save. 3. Bone stock This is a stock version of KSP where I run for bug reports and testing, sometimes I'll add a mod in as to double check a problem I'm having. This is usually when Experimentals are running though.
  4. What a handy mod, @taniwha! Congrats on release, I'll need some worms to get, though.
  5. This post has been moved to Tech Support (Modded installs). Hope you get the help you need!
  6. Define "freehand"? Are you just copying something by eye and recreating it in KSP or are you using Squad/KSP assets to make something within an external program?
  7. The topic has been closed, per OP request. If you wish to have it reopened, @StupidAndy, feel free to let us know.
  8. Funnily enough, I am pretty sure something similar is said in Invader Zim. Also, sure.
  9. Hello, This thread is veering toward a darker side, a darker side that people like me dont like. I offer you all torches and candles so that it may be brought back into the light. 1. Above all things, continue to be civil. 2. If you feel that something *is* violating a forum rule, do **not** attempt to moderate it yourself, the report button is your friend. 3. Try not to push things into a political argument, though some links here go to political areas, try not to say "OH THIS GUY SAID IT SO IT BAD." or something to that effect. 4. Praise me as your oppressive benevolent overlord friend.
  10. Hello @zhuez and welcome! Hope you enjoy your time here on the forums.
  11. Just your (sometimes) friendly neighborhood moderman letting you know I have cleaned up a couple of posts in this thread.
  12. I look forward to having a Jebediah Kerman outfit in the next update to GTA: Online
  13. Wow. Ok. Enough with the snippiness. There's no need to be overly pedantic or antagonistic. @Daveroski could you show us what the player.log says (if you're indeed in MacOS, I'll assume you know where that is)
  14. Ok, before I go any farther... did you try a restart of the computer? Like, tell it to turn off, wait a couple of minutes, then start it back up? I would get that same Exception on MacOS and every time I did the power cycle it would fix itself.
  15. What I think a lot of people (INCLUDING SQUAD) failed to realize is that Multiplayer is hard. It isn't something that can just be implemented overnight. And as people like Darklight of DMP can attest, even if it does somehow start working, it's a headache and works some of the time.
  16. Temporarily locking this thread. Stand by. Ok, re-opening. This is notice that some posts here have been edited for violating community guidelines. Also, please avoid personal attacks or insults against other forum users.
  17. I can understand the desire for a timetable but it's not so simple, port-work isn't a hard-set pathway where there are definitive steps. Just look at the Console>PC ports, they can be absolutely hot garbage (Mortal Kombat was a big one recently) and those teams are *much* larger than what we would otherwise see for Squad/Blitworks/FTE. Giving a timetable will only lead to rushed work and more mistakes leading to more rushed work and even more mistakes. I am not sure if the under-development version of console KSP require dev-kits or not (I doubt it) but getting a pre-release version to someone is not always so easy either. It's hard on all sides. I suppose that's the crux of what I think of this; that is to say, there really is no black and white in any of this, Squad/FTE did not set out to deceive consumers with a shoddy port, nor do they intend to purposefully keep the console group in the dark.
  18. I can empathize with the frustrations that some of you guys feel about the console updates, really. But I would ask that this thread takes a moment to collect itself and not get into a shouting thread. Console game development isn't easy, porting is a tricky process. Frankly, I am surprised it got ported over at all. But there will understandably be some time to go from FTE to Blitworks because it's not like you can just download some .zip files and viola you have an updated port. And let's face it, KSP is not an optimal game for consoles, both in control and performance. So making it work for both the XBO and PS4 will be a challenge, whether you're a top-tier porting team or rookies. *It should be noted, I am primarily a console gamer. I have an Xbox One and that's my usual go-to for games. So don't think I am an elitist.
  19. This post has been moved to Technical Supported for Modded Installs. I hope your issue gets sorted out, Rockbloodystar!
  20. This post has been locked per OP request. Thank you come again!
  21. Thread has been locked, per OP's request.
  22. There are parts now with external plumbing and radial surface attachments work alright so far. But, to be fair, the Atlas V rocket has external plumbing that does have an effect on radial symmetry, most notably are any of the variants that have SRBs attached, see the variants such as the 431/531 and others.
  23. Ok. Moderator Roll Call!!! @sal_vager
  24. This has been hijacked by me. @Supernovy
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