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Just a Real Human
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You can try this, but it is from ksp 23.5, may need an update: https://www.dropbox.com/sh/iv7dsr1evxmbjqo/AAAWEsXUsQLS89lJwMHG1z1Ua?dl=0
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Absolute Human replied to BlackNecro's topic in KSP1 Mod Releases
Nope! Ctrl is for selecting multiple categories. It is most certainly should be Shift, because selecting mods from n to 10+m is pretty useless and looks like a bug. Anyway, have some more icons! I wish they were better, but for now it is better than nothing. https://www.dropbox.com/s/07wnjxxzqntrnui/PartCatalog%2B.rar -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Absolute Human replied to BlackNecro's topic in KSP1 Mod Releases
I don't get one thing... I was using an older version, where you could select mods from 11 to 20 by holding shift, but in this version 'shift+number' opens ALL mods from previously opened to '10+number' one. How can I open, for example, only twelfth or forteenth mod? -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Absolute Human replied to BlackNecro's topic in KSP1 Mod Releases
I have made some icons of different quality for some mods some time ago. There are some that I couldn't find and some for replacement of those that i didn't quite liked. Finally got to share them. https://www.dropbox.com/s/gqgcw46ke3jb4gn/PartCatalog.rar -
[discontinued] Minimum Ambient Lighting v1.2.4
Absolute Human replied to Red3Tango's topic in KSP1 Mod Releases
Zomg teh clone! Another version of a similar plugin is now available. -
[1.3] Starshine Industries: Extendable Nozzle
Absolute Human replied to ganinian's topic in KSP1 Mod Releases
Hi, I want to say some words about your Stock-Like Parts Project. These part are nice without any doubt, but the download weights 81.6 MB!!! Isn't it way too much? Still not sure why you get so few downloads on Spaceport, but 82 MB for 6 parts, really? Not all people have enough free space and power to run such heavy packs. Maybe, you should consider some redux textures and even low poly models? For now they are more like some 3D models for a si-fi film than parts suitable for a game. Just IMHO, of course, but I would really like to use them if they were less memory heavy. For example, the whole RLA stockalike pack weights 12 MB and it contains few dozens of parts with reasonable quality. Most of them are rather small, but anyway. Ah, I got it! You don't have any links from here to the Spaceport page, that is why nobody downloads it from there. But the parts are still very heavy. -
Protractor - Rendezvous Plugin - Under New Management!
Absolute Human replied to mrenigma03's topic in KSP1 Mod Releases
When will the toolbar support and integration be added? I feel like it is time... -
Hello! I'm not a modder in any means, but I've had a idea of tweaking the texture of the centrifuge, as I didn't quiet like how the trusses look like. So, I've tried to modify it and found that the original texture isn't quite in place! Here, look at the pictures: Note, that first issue can only be seen from the bottom. I tried to replace the original texture with something that can be seen on the last page, I think this texture make the trusses look a little sturdier. (still not anough, though:huh:. maybe, solid columns would fit better) I'm not saying that you should use mine, they are not the best that could be done (but you can, of course:P), but do something with the old ones, please! Also, you know, some holes from which the trusses are supposted to extend would be great:wink:.
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Stock Part Balance Mod - v0.3.0 Alpha
Absolute Human replied to Superfluous J's topic in KSP1 Mod Development
You had not? But the author have already posted the link here Anyway, I didn't try to make things exactly mathematical. Just moved some values below or above than the others. BTW I've found that some 2 meter parts don't have the apropriate breakingForce = 200 breakingTorque = 200 that all the others have, and so tend to break off more often. Had to add them manually! -
Stock Part Balance Mod - v0.3.0 Alpha
Absolute Human replied to Superfluous J's topic in KSP1 Mod Development
Do you know this thread? The same idea is popping out everywhere! And I'm not an exception I have a SpacePort page which contains basically the same changes, plus tweaked attachment nodes. Not that it is somehow related to you, but I think some of the thoughts were already meant to be implemented in the stock game quiet a while age. Its a pity that Squad keep leaving loose ends in their work... *EDIT: Oh, I see, you have. I read the thread more carefully, everything here is like a music to my ears. I didn't make really careful mathematical calculations on my own changes, but the points and conclusions are so much like mine! I personally also tweaked the inline reaction wheels, fixed some of the strange illogical values of their pod and core eqivalents, nerfed the 48-7S and rebalanced 24-77. I also changed some drag values from my point of logic. Haven't touched solar panels though. (I wrote more on the space port page? feel free to check if you want) -
But... There already are MK3 Cargo Bays! Just in case somebody didn't know- MK3 Expansion pack
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So, it is impossible to turn off? Probably would be better to add a Toolbar icon to hide the window.