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Nori

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Everything posted by Nori

  1. Yep. Some people find mods through mod sites. So if I go on Curse I'm never going to find your mod (since it isn't uploaded there). Same with Kerbalstuff. Forums can make it difficult to find mods as they can get buried by the more frequented mods.
  2. Cool. Also, the GUI is just fine. Gotta say you make some of the most interesting mods (from a utility perspective). Thanks for sharing them.
  3. Hey, not sure if you've seen this. But the stack symmetry on the station hub causes EditorLogic.CheckSymPartsAttach nullrefs. I took them off for now.
  4. I tried to play the video on my phone and it says it is private?
  5. You might get more downloads (thus more activity) if you also host this on Curse and/or Kerbalstuff.
  6. You've crushed all my hopes and dreams! Nah, no big deal. Just was asking if it was going to be a easy change.
  7. I'd like to make a tiny feature request. I was using some upgrade points and accidentally clicked the reset points. Would you be able to make it so it prompts you just to confirm?
  8. I know i wouldn't mind. Always forget to put lights on the lights group, so then have to add them to another one. Not a big deal though.
  9. So true. It is a must have pack for me these days and the best part is despite having a lot of parts its ram usage isn't too bad.
  10. I have a feeling English isn't your first language so what you wrote may sound fine to you but come off wrong for other people. You wrote the following: It reads as pretty demanding because you wrote "you gotta take my advice". What you should have said was: Or even: Regardless, it is a interesting concept. I know I wouldn't mind something similar for retrieving science from the Station Science mod.
  11. But you're a mod developer... Sooo, yeah. Anyway, so many mods require Firespitter that I don't see how you can have a reasonably modded game without it. Anyway, this revamp looks pretty stellar. Nice job!
  12. Not sure if you have seen this http://forum.kerbalspaceprogram.com/threads/90438-WIP-New-Wheels-multipurpose-parts-landinglegs-Beam-Axles But he has a rover chassis in the pack that is actually pretty nifty.
  13. Heh, yeah I know. I just think it is funny to recover a fairing as you can't technically reuse it (suppose you could melt it down). Didn't even realize for a long time that I could put chutes on them.
  14. Cool. Thought that might be the case. Managing so many mods and being a mod (see what I did there?) can obviously make it easy to lose track of stuff.
  15. Not to rush you or be pushy or anything, but did you end up getting around to fixing this? I went back to 2.2 for the time being.
  16. uhhh... I put chutes on my fairings.. :/ Though, in my defense I use procedural fairings and the bigger ones can be rather expensive.
  17. Yeah, now that I think about it the module would have to be probably 4-6x larger to land on the Mun. I seem to recall the RoverDude has a airbag mod... So that could be a possibility, though methinks it would still have to be a larger engine (I mean landing via airbag at insane speeds is very kerbal, but we don't want em bouncing a few KM in the process).
  18. It would appear you are running 64bit version of KSP. That version is rather buggy and sometimes just causes random issues. From the sounds of it, the more mods you use (and more memory you consume) the more buggy and unstable it gets. It is rather unlikely that the modders will be able to help you as they can't fix KSP/Unity bugs.
  19. Thanks for these. Very very useful. Some behavior I noticed (which may be because I have crossfeed enabler). The tank version has fuel flow, but only if there is no tank. I like this as I can just add a tank and then I have a radial decoupler-able that won't steal fuel. Makes early rockets really nice as you don't get the fuel line for a while. I did have a odd issue when I tried tweakscaling it down though. The weight stayed at .3 until I took it off and put it back on. But then when I launched it was still .3. Probably a issue in my tweakscale or something.
  20. Maybe a alternative PodEngine could be added that is heavier but instead has a tiny LFO engine instead of a Mono engine? Or maybe is basically the same thing but just has more MP and a bigger engine. Now that I think about it it would actually be pretty easy to just add another CFG file and make a secondary DERP engine. Just alter the thrust, mass and amount of propellent. hmmm.
  21. Done. Took me a while to find your repository though. One other thing I thought of. When I first tried using it in the editor (I have had ActiveStruts installed for a long time but haven't used them a ton yet) I got the angle wrong so the line was showing up red. But when I clicked it spawned a pink box. I could continue to click and get more boxes. Didn't seem to be a issue, but maybe that could be gotten around somehow?
  22. Oooh. Cool. I for one am eagerly awaiting the "bee free" version of Derp. Making these Station Science space stations and I would love to attach 4 DERPs to it so they can return home when the science is done without de-orbiting the whole thing. Maybe I should try using the AES pod you just released.. Hmmm
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