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So I downloaded it and opened the .zip and... Yeah, this doesn't look right. Module Manager should usually be in the GameData folder one level above the mod folder. Having it like this might cause bugs. The idea sounds nice, though and I'll give it a try. Now I finally don't need to undock stuff to rotate it!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gatrnerd replied to RoverDude's topic in KSP1 Mod Releases
I'm sure this has been asked before (but no way am I reading through 259 pages), but how is compatibility with Interstellar Extended? It's not listed on the wiki in the mod compatibility page. -
I tried writing a Community Tech Tree config for this mod. I don't know what I'm really doing since I'm inexperienced with coding: // Untested, might cause bugs. Create "Patches" folder in mod folder then add this as CommunityTechTree.cfg. @PART[WarpDrive]:NEEDS[CommunityTechTree] { @TechRequired = ultraHighEnergyPhysics } I'm not sure if Ultra-High Energy Physics is the place to put the Warp Drive. Any thoughts/input @RealGecko?
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[WIP] Nert's Dev Thread - Current: various updates
Gatrnerd replied to Nertea's topic in KSP1 Mod Development
Probably a stupid question or already been asked, but where exactly is the roadmap for FFT? I poked around the GitHub repository and couldn't find it. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
Gatrnerd replied to martinezfg11's topic in KSP1 Mod Releases
I'm not exactly happy with the dependencies because I like to keep my KSP install light due to wanting to Crashfest 2: Electric Boogaloo and yet all the cockpits look so good I'm tempted to use them. Any hope for a version without RPM/ASET dependencies? -
Looks like all the images in the OP have stopped working.
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I'm going to be clear here: I don't like the Blutonium. It generally mucks with parts which were perfectly fine before such as the scramjet and the reactors, on top of making a lot of things even more impractical than they already were. I used to like Solaris Hypernautics, but the Blutonium update killed it for me.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Gatrnerd replied to SuicidalInsanity's topic in KSP1 Mod Releases
I wound up deleting a lot more of those parts than I should, but that's alright. Thanks for the help.- 1,507 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Gatrnerd replied to SuicidalInsanity's topic in KSP1 Mod Releases
I know this might be annoying to ask, but could you please list all of the parts that (as of the latest release) require CommunityResourcePack? I'm not fond of having it mess with everything and I'd prefer having the parts that don't need that clutter, but I'm at a loss of what to get rid of.- 1,507 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Gatrnerd replied to ferram4's topic in KSP1 Mod Releases
EDIT: Welp, I think I just realized this was another mod's fault. I wish you could delete your own posts...- 2,647 replies
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- kerbal joint reinforcement
- kjr
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This lovely thing: And then you get to blow it up.
- 20 replies
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- maser
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I wonder if you could mount this onto a spaceplane? If so, you could totally do an Arkbird.
- 20 replies
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The Name Change Thread (WARNING! ONE TIME ONLY!)
Gatrnerd replied to Souper's topic in Kerbal Network
Thanks.