OopsThatNotWork
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Everything posted by OopsThatNotWork
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Planets and ScaledSpace.
OopsThatNotWork replied to astronutkhillips's topic in KSP1 Mod Development
If this is still up for debate. I vote that we know the general location of something but know nothing about what exists within the SOI if that's possible. Kinda like when you first play fallout (the newest two). There are those little markers on the compass but you don't know what they until you get close enough. -
Planets and ScaledSpace.
OopsThatNotWork replied to astronutkhillips's topic in KSP1 Mod Development
Yea I wish they would make 64bit as well. Sadly Im having to watch what mods I install (cant even consider MapSat for that reason), and Im having to delete and parts that I dont see myself using in the immediate future from any parts packs. -
Planets and ScaledSpace.
OopsThatNotWork replied to astronutkhillips's topic in KSP1 Mod Development
This mod proposal is falling more and more out of my interest (was incredibly interested about 2 weeks ago). Cant add in your own planets, new planets/moons going to look same as old planets/moons, and now "stock" planets being moved or removed. -
Please keep making parts. You have a great ability when it comes to part styling.
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LLL - Lack Luster Labs - Development Thread
OopsThatNotWork replied to Lack's topic in KSP1 Mod Development
Do you have the NP pack? There is almost nothing you cant get into orbit with it, check this monster someone made (Just takes alot of fuel and power): http://forum.kerbalspaceprogram.com/showthread.php/38732-The-Far-Wanderer-Class-Mobile-Base EditL: You can do it! Launch that awesome ship normally. -
Planets and ScaledSpace.
OopsThatNotWork replied to astronutkhillips's topic in KSP1 Mod Development
What are you trying to say? -
BobCat Ind. - Colonization, exploring and research vehicle
OopsThatNotWork replied to BobCat's topic in KSP1 Mod Development
All files can be found on SpacePort by searching DEMV, but require config file changes to make work in 0.20, the second generation is currently under production which Im guessing will be likely set for the 0.21 version (just guessing). Would require an official response from Bobcat to confirm this though. -
[0.22] ISA MapSat 4.0 Dev Build
OopsThatNotWork replied to Innsewerants's topic in KSP1 Mod Releases
Worse, Its limited at 2 GB. -
Planets and ScaledSpace.
OopsThatNotWork replied to astronutkhillips's topic in KSP1 Mod Development
Yea I am/was really psyched about this but unless the planets/moons have their own textures Im gonna be quite bummed. I dont need/want to see another Minimus, Eeloo or Duna, resized and renamed. I would like to know how this is done so we can make our own mods, glad you did this and willing to wait for new textures. But at the rate I think you are going to get requests, I think we would all be better off being able to make our own (as far as time is concerned), besides someone might come up with something cool you might not think of. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
OopsThatNotWork replied to BigNose's topic in KSP1 Mod Releases
Lol wow yea, my pc pretty boss but Im not sure it could run well with 800 + parts..........maybe ..............lol not sure- 799 replies
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
OopsThatNotWork replied to BigNose's topic in KSP1 Mod Releases
Lol im even more impressed now. Well done. I have both those mods but didnt recognize it. Edit: If its really being a pain, suggest strong struts. (Yea i know they are cheap, but i really not sure how to get Huge things i.e. a ship like this, into space without it.)- 799 replies
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[1.0]Vanguard Technologies | EVA parachutes | still works
OopsThatNotWork replied to Kreuzung's topic in KSP1 Mod Releases
I would say in campaign mode they shouldn't, but in sandbox they should. However if they ever make it that you can move about you station/craft internally, then I definitely vote that they be turned off to all kerbals no matter the game mode. -
Im currently still trying to expand my empire, working on building a small city on minimus (currently landing HUGE spherical kethane tanks and moving them with a crane, difficult with such low gravity). that way when 0.21 rolls around i know how to do it for the most part. then i can focus on another celestial body.
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Planets and ScaledSpace.
OopsThatNotWork replied to astronutkhillips's topic in KSP1 Mod Development
HAHAHAH. I want someone to make this planet, especially if/when weather is added. http://www.nasa.gov/content/nasa-hubble-finds-a-true-blue-planet/#.Ud7or0HFXWc Try landing when it is raining GLASS at 4500 mph winds. (Assuming there is anywhere to land). Didn't even know you could make glass "rain". -
Planets and ScaledSpace.
OopsThatNotWork replied to astronutkhillips's topic in KSP1 Mod Development
Lol check your jaw again, missing a word or two in there somewhere I think. (Or at least some letters). -
Planets and ScaledSpace.
OopsThatNotWork replied to astronutkhillips's topic in KSP1 Mod Development
Question: Can you post a picture with the current map of the universe? Well done btw. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
OopsThatNotWork replied to BigNose's topic in KSP1 Mod Releases
Most of the parts I recognize (I think), but where did you get the major pieces for the dock itself? If its yours, will you post it?- 799 replies
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Bobcat is currently working on the next generation of vehicles, please read more before posting to see the current status of the mod.
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BobCat Ind. - Colonization, exploring and research vehicle
OopsThatNotWork replied to BobCat's topic in KSP1 Mod Development
Maybe the release thread. Both are pretty widely commented on. Edit: this is the development thread so any new info on the next generation should be here.