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loppnessmonsta

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Everything posted by loppnessmonsta

  1. cool beans. Is this going to be on CKAN or should I just manually install?
  2. I recall MechJeb not being able to calculate FAR behavior properly w/o a patch- is that still the case?
  3. That sounds amazing. Would that be save breaking or would you guys include the old stuff in the background?
  4. Love the new direction, Nertea! Really looking forward to crashing them into planets.
  5. Perhaps you could make an end-cap that has structural bracing on it- to which one could attach landing gear. Or engines. Or fins. it wouldn't be what sebi is imagining, but it might be a nice compromise that fits in with the versatility/sandboxiness of the pack.
  6. I am super excited to start building enormous spaceplanes. I have the whole concept worked out. Clawing into orbit with drop tanks and whatnot. Gonna be great. But I'm a patient man, and such glorious spaceplanes need glorious parts.
  7. Perhaps it's been mentioned, but if so I missed it- Is there a way to have CKAN take over installing mods which are dependencies for other mods? ModuleManager was installed manually when I first ran CKAN and installed my first batch of mods; now whenever I try to delete it and refresh (so that I can have CKAN maintain MM) I get an error about how suchandsuch mod (all of them, might as well be) requires that it be installed. I can't think of a way to do this that doesn't entail having CKAN uninstall every single mod and starting fresh. I have a lot of mods, and I'd rather not have to go through and find 'em all again.
  8. swing and a miss. bah. i've done just enough modding to know how tedious/frustrating/annoying it can get, and i am eternally grateful for those who stick with it to maintain the projects we all love.
  9. so does that mean if we spam you with hateful messages it reduces the timer?
  10. Any chance of enabling this for CKAN? no idea what's required, but CKAN has spoiled me and I'd like to streamline as much as possible.
  11. Okay. Well that sounds like a really cool feature so I'd rather keep that. That's probably better anyway- I could never get my spaceplanes to survive re-entry in one piece! Thanks!
  12. hmm. I was hoping for a more definitive answer. Kerbal lives are at stake! Would I know immediately if something were off, or is it more of a "fly there and see" type of thing? Or, better yet, is there a more recent version of settings I could use that would accomplish a similar level of difficulty? Or is that even necessary? I ask because, like much else in KSP, the functions involved in those settings are way above my head. Rocket scientist I am not. I know juuuust enough to play the game.
  13. So, I'd been using Flowerchild's custom settings on page 50 for quite some time. The mod has gone through lots of updates since then and I'm just wondering if they're still functional/have the same effect.
  14. plus with the inner ring of wedges, the doors will clip if you open two adjacent wedges. anyway i just re-installed this after escaping the black hole known as "Sid Meier's Civilization" and I haven't actually played yet- still doing mod management. I don't see the hexcore mentioned anywhere else. Is it so new it's not in the release yet? Because it's gorgeous and I want it!
  15. i hadn't even thought of testing the sun's incinerating capabilities. That would be pretty cool. er, hot.
  16. Glad to see you're taking suggestions! It's not something all modders enjoy doing, and it's fun for the rest of us. So I appreciate it. Sounds like the next update will be a big deal!
  17. I loved the THSS pack... but my least favorite part were the textures. Any chance of a texture pack that looks like the stock girders and tanks? I also wasn't a huge fan of the built in pipes and whatnot on tankless trusses. Sometimes I just want a structural truss, and having pipes to nowhere seems silly. anyway you've done an excellent job re-creating the THSS look. good job!
  18. i would think that would be self explanatory, but maybe you could do a little description in the part to explain? "This rotatron will, when toggled, automatically rotate so that the red mark will always face the sun." or something. If you do decide to do it, know what else would be cool? Tracking other stuff! Like Kerbin. That way you could always have a comm dish pointing home, etc. I think that'd be fun. Probably a lot of work, though. anyway as i suggested/requested in the main thread i'd like to see connected living space compatibility. Also, from ZI's rework thread, I think this request/suggestion fits better here, with station parts: I picture basically a flexible tube through which kerbals may move, with a robotic exoskeleton that lets you bend the tube to form 90 degree turns. And rotatrons/docking washers that are passable in CLS, with perhaps a hatch in the texture.
  19. that's really cool. so is the rotating station hub, sirkut. is the central core configured for connected living space?
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