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Everything posted by BrutalRIP
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[24.2] Karbonite Ongoing Dev and Discussion
BrutalRIP replied to RoverDude's topic in KSP1 Mod Development
i believe its in the kas thread he also gave temporary permission for people to update and post the kas.dll EDIT:he doesnt actually say how long. anyway post #1338 in KAS thread -
Thanks but i dont use atm im using x64 i use texture replacer (for skybox)dont know if that would cause it
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do i need to install PF:CE or is eveything in the download? thanks EDIT:never mind i figured it out and can confirm it works but i noticed that whilst in orbit around kerbin if i focus the view in mapview my ship stopped generating electric through the solar panels even though they where exposed to sunlight,as soon as i focused the view back to a body in the kerbol system they all worked also can confirm the texture bug on the red sun the flare flickers until you zoom further in or out. EDIT2:i had 2 ships in lko when i installed now they are on a collision course with a black hole none of it my doing:(
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And because of this i just downloaded this mod. right where's that link??
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
BrutalRIP replied to BlackNecro's topic in KSP1 Mod Releases
im also getting the crashing when auto tagging in x64 let me know if ya need logs -
[WIP] Orbital Kolonization System... it's MKS... in space!
BrutalRIP replied to RoverDude's topic in KSP1 Mod Development
damn was just about to start ksp when i saw this was due for release now i just wanna wait ...i would also prefer mks like colour scheme but dont really mind the look you got going now -
[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
BrutalRIP replied to munseeker's topic in KSP1 Mod Releases
the mk2 greenhouse is expanding in the vab when i hover over it in the part list im using 0.24x64 with a ton off mods including tac 0.9 -
[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
BrutalRIP replied to BahamutoD's topic in KSP1 Mod Releases
I could not agree with you more -
[WIP] Orbital Kolonization System... it's MKS... in space!
BrutalRIP replied to RoverDude's topic in KSP1 Mod Development
LOL you tease..... great mods btw -
if you read the changelog on kerbalstuff realshutes is in there also anyone using realshutes make sure you set it up to arm automatically when detached do this from the space centre
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this and also is it the new updated select root?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BrutalRIP replied to cybutek's topic in KSP1 Mod Releases
yeah was just about to say that my bad -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BrutalRIP replied to cybutek's topic in KSP1 Mod Releases
what he/she said ^^^^ -
Kerbal Space Program: First Contract - The Youtube Playlist
BrutalRIP replied to SQUAD's topic in KSP1 The Daily Kerbal
Prepare the bodybags:sticktongue: .........just in case -
Kraken Space Industries Mega-Release Thread
BrutalRIP replied to Space_Kraken's topic in KSP1 Mod Releases
I'd also like to volunteer