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mcirish3

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Everything posted by mcirish3

  1. No they still have not fix this bug. Alongside win 64 bit support this bug has caused more frustration, anger and fights here on the forum than any other topic. It is very probably one of the oldest bugs if not THE oldest bug in the game. I believe this is because it stems from unity 4, at Least I hope it does! Since unity 5 is only a month or two away lets hope that will be the last we see of the Ye Old Memory Leakage.
  2. I agree with you both. If you read or have read the OP of the tutorial I linked I think you would agree, that I did not hand KGEI anything but knowledge.
  3. This is a touchy subject around here. I mean it!, no one wants to talk about this!!! But I might have done some work on this so you can check it out here
  4. I know things are in early development but The MOD Docket is a place you could start and keep an eye on. The MOD docket is a thread Pinned to the TOP of Add-on Discussions that is for people to post exactly this type of information.
  5. I see lots of lists flying. Please share them in The MOD Docket If you forget the name it is pinned at the top of the Add-on Discussions. @TopHeavy11 There are a couple recommended lists in the The MOD Docket you can check out and see if they appeal to you. If you end up making your own you can always share it there for others to use. And welcome to KSP Happy flying!
  6. Thanks for the contribution. That is quite the list you have there, I will love adding it once the primary thread rules are fulfilled. That is, they all have a link to the source thread and you have tested them in 1.1. (or at least it doesn't crash the game) I am curious though how did you come up with your list? None of these are redundant? Docket- a document or label listing the contents of a package or delivery. In this case the Docket is the opening page enumerating the user generated lists. The Lists are in essence individual Packages. Package- A package is a namespace that organizes a set of related classes and interfaces. In short each mod listed is both a class and an interface. (Hence the requirement for all mods listed to be linked to at the very minimum the official forum thread for that mod.) As for mod in all caps, mod is actually an abbreviation for modification. MOD is also an acronym for Management and Organization Division. Thus the long name is The Management and Organization Division of Lists of Mod Classes and Interfaces or MODLMCI. I think "The MOD Docket" sounds better though.
  7. With Kerbin side? Or did you use Extraplanetary launchpads which does work on other planets?
  8. My impression is this mod is partially broken in 1.0.5. At least it works flawlessly in 1.0.4 but I has this and some other trouble in 1.0.5.
  9. If only this mod could be made to work on other planets than Kerbin... it can't... I have been told it is impossible... not sure why... Wish it did... wish I was a programer...Oh the possibilities...sigh
  10. Well Based on the artifacts I would guess the only two possible alien races would be Monkeys and Giant space squid.
  11. This is broken for the most part in 1.0.5
  12. I think Squad has another plan to be sure. But that does not mean what you described is not worth anything. I really would love to see your Idea's implemented as a mod. I see people make mod suggestions all in time in the Addon discussion sub forum. I really think you should post this as an Add-on Idea in that Sub Forum. The worst that can happen is no one takes you up on your idea. But hey you never know if you don't try. And there is always the possibility that some day your idea will be something we could play.
  13. You sir, have my respect. To me it would would seem what you laid out above is a road map for a MOD. If you can't make the mod yourself please share this in Addon discussions and see if you can get this idea to a loving home. I am not sure Squad is in any position to make the changes you propose. But man I think a MOD maker could go to town with the details you have given above. Oh and you realy should not hide this idea under a spoiler. soo...
  14. WHy do you use Mechjeb and KER in the same install? What info does KER have the Mech Jeb does not (I never use KER since mech Jeb give me more than enough info usually). Also isn't KER only up to date in 1.0.4.
  15. Thanks for the contribution. It must have taken along time to work out that alternative Mod List. I do hope you you don't forget about your list
  16. Yep seems to. BUT if I am not mistaken you need to edit old posts to get them to update... so there is that.
  17. Nope, not that I know of anyway I was mostly curious. I thought maybe you would like to share the list in THE MOD DOCKET. A Pinned thread here in Add-on Discussions. BUt then I decided not to bother you since it looked like you had it covered.
  18. I don't remember but 1.0 I think or 1.0.3. and it is not that much science. Very slow build up.
  19. @Laythe Dweller if by chance you happen to research what ones do support CTT please share your results in THE MOD DOCKET
  20. Says the guy that created most detailed and intricate Base building mod in the game Also Yes it is Stock, Just bring a science lab down to the surface and put Kerbals in it. It will slowly gather science for you over time.
  21. See now this would be perfect for THE MOD DOCKET. Pinned post in Add-On discussions.
  22. Do you happen to know the Forum name of the person who maintains this List?
  23. check out RIC's list: http://forum.kerbalspaceprogram.com/index.php?/topic/127207-the-mod-docket/&do=findComment&comment=2311626
  24. Well whether you like the idea or not it is now a thing. The MOD Docket. Moderator feel free to close this thread.
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