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Everything posted by JewelShisen
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I may put them up mirrored through adfly. Barring that I will keep mirrored versions on my Dropbox -
[23.5]Better RoveMates v1.7 - Community Addition Edition
JewelShisen replied to Codey737's topic in KSP1 Mod Releases
None needed. Source code is only needed in event of a plugin being distributed with the mod -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Alright so I am in the process of moving the HL mods to Curse.com and getting approval for them. Also I have fixed the issue with the SQUID legs so now everything should work correctly. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I just noticed... I will fix that and get an update pushed out ASAP. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
That is... ODD... Especially as they are mostly just edits of the stock cfg files... Let me take a look at the cfg and see what I find -
I need a good program to do part textures in without spending much (read: I don't have two pennies to rub together). Any suggestions?
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Does Maya LT (steam) work with KSP?
JewelShisen replied to MKSheppard's topic in KSP1 Modelling and Texturing Discussion
I really don't see WHY everybody says Blender is so bad. I can do full part modeling far faster than my friend can do it in Maya and I do it without using more than a half dozen keys on my keyboard. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
JewelShisen replied to InfiniteDice's topic in KSP1 Mod Releases
"The CIWS turrets have what I call 'guardian mode' that essentially is activated when the player is not in control of the vessel the gun is on." - From one of IDs posts on the first page. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I suspect that is the case. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Lol. Well i am planning to change the airship parts soon to make them a bit more uniform in size. I need to find out if FAR does drag based on the mesh or if it uses the collision box. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
As far as I know. I have not tested them yet though I will be soon. -
[23.5]Better RoveMates v1.7 - Community Addition Edition
JewelShisen replied to Codey737's topic in KSP1 Mod Releases
I was just about to suggest that actually! Also perhaps make all of them controllable aka, no need for a probe part? -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Correct! They are the new blue tinted ones. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Squid mod is updated with the new textures! -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Having some Spaceport issues at the moment but I am working on it and I have the master file updated. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I am unlikely to remake those at this time -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
The only runway parts it had were in the Landing Pads mod for use with EL. Most people used ID's BoatParts mod to make what you are talking about. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Runway for what? -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
As far as I know. I have never attempted it but I have heard people say it can be done. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Jool surface CAN be reached it just takes some care and you can't bring the main part of the ship to it. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
That is the reason and point of the KAS Anchor part. It allows the ship to be 'Landed' while still being airborn. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I will talk with the owner of KAS and see about adding an extended version just for HL Airships -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Sadly I can tell you that it will not work short of using KAS to anchor it and 'fake' it being landed. Without that KSP won't let you put it on rails or change vessels. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I plan to fix that by tomorrow with some screenshot tutorials.