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Everything posted by TMS
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Is there a steady supply of people who will spend their free time proof-reading and validating other people's code?
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
TMS replied to blizzy78's topic in KSP1 Mod Releases
As long as the text boxes are functioning, I think that'd be a good compromise. -
The douchebaggery is strong in this thread. Any ion-based mission is an achievement IMO.
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Moar Particle Effects and FX's.
TMS replied to Deathsoul097's topic in KSP1 Suggestions & Development Discussion
http://forum.kerbalspaceprogram.com/threads/65356-0-23-PartTools?p=896550#post896550 -
RCS thrusters built into command pods
TMS replied to Bobe's topic in KSP1 Suggestions & Development Discussion
I prefer to place my RCS thrusters where I want them. -
The circumnavigation is here: http://www.mindspring.com/~sportrocketry/ksp/drivingduna.html An exemplar of patience!
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Another vote from me. The subassembly loader mod used to have this as standard, but it broke back in .21 and everybody's fixes keep being deleted.
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[1.1.2] [v0.4] Resource Details in Tracking Center
TMS replied to avivey's topic in KSP1 Mod Releases
Does this automatically extend to customised resources, such as kethane or those defined in Interstellar? -
I miss the faint possibility that a dev might make an off the cuff remark live on air, sending the community into apoplexy. Bring back live streams, mangled interpretations, and promises of free stuff!
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I'm generally supportive of a system that handles mod comparability - especially with SQUAD firing N3X15 and Spaceport 2 looking like another indefinite shelving. However, I'm not a total fan of what's being described here. Basic fact is that I should have the option of bypassing the block, after being appropriately warned. Having the ability to choose whether to leave, disable or re-enable mods should be in the users hands. If you're concerned about current signal to noise ratio in support threads and think that this will improve it, then I think that's slightly short-sighted. All that's going to happen is that that the noise caused by inappropriate (and unsupported) usage will be replaced by noise caused by people asking how to circumvent, edit or recompile. Surely you must see that? Maybe that won't happen for the bigger modding players who jump on updates quickly (much love), but I can see it being a problem with smaller mods whose authors implement this without thinking it through. Should they leave their project (as often happens), but the mod is still functional in the new version (as often happens), I can see those support threads becoming clogged with requests for instruction on how to circumvent. Today's solutions are sometimes tomorrow's problems. Or am I grossly misunderstanding?
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Who'll be the first to write a mod that disables the version check code in other mods?
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WASD Orientation Indicator
TMS replied to RadGH's topic in KSP1 Suggestions & Development Discussion
I know when I was a new player, I had a very similar thought regarding translucent overlays and had looked for a mod to fill the gap. Of course, the navball moves in a completely logical way in respect of the WASD keys, but it takes a while to realise that and understand that it's simply a camera angle issue. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TMS replied to rbray89's topic in KSP1 Mod Releases
Just throwing this out there (not a request by any means), but could the technique this mod employs be used to alter the tiling effect that is seen on the ocean texture? I only ask as the config menu allowed me to change the detail and bump scale of the clouds to remove tiling effects. Or is that one for shaw's Texture Replacer? -
Pretty sure SLS will make use of RS25 SSMEs... on account of having well over 1 million seconds of collective burn time on the core design.
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I may finally get around to playing with infernal robotics. I like the idea of folding entire ships inside a restricted fairing space.
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The mass at either end of that craft, with only a weedy corridor connecting it, will pretty much ensure wobble - mod or not.
- 2,647 replies
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- kerbal joint reinforcement
- kjr
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(and 1 more)
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If you've got the appropriate link, you can get a Mod to edit the OP.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TMS replied to rbray89's topic in KSP1 Mod Releases
That's weather for you... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TMS replied to rbray89's topic in KSP1 Mod Releases
Aurora would be nice. Just saw the latest update to Space Engine and had my brain melted. -
Yeah, docking with the navball only is easy enough once you get the hang of it, but Navyfish's mod is very useful for getting perfect alignment on 3 dimensions at great distances.
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Take it with you!
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I wonder to what extent the introduction of finances to the game will influence the choice of this engine? Presumably, it will be expensive as a means of balancing its efficiency?
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Why: http://forum.kerbalspaceprogram.com/threads/45155-Mass-optimal-engine-type-vs-delta-V-payload-and-min-TWR
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Jetplane Physics Troubles
TMS replied to Streetwind's topic in KSP1 Gameplay Questions and Tutorials
This may be cromulent to your interests: http://forum.kerbalspaceprogram.com/threads/52080