Sokar408
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Everything posted by Sokar408
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Sokar408 replied to TaranisElsu's topic in KSP1 Mod Releases
I second this. The Toolbar has helped clear up what use to be a very cluttered UI. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Sokar408 replied to blizzy78's topic in KSP1 Mod Releases
Sorry if this has been asked before, but will you integrate this with the Toolbar by Blizzy78 (http://forum.kerbalspaceprogram.com/threads/60863)? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Sokar408 replied to Cilph's topic in KSP1 Mod Releases
I understand the "humor" in this, but the guy has a point. Understanding that the mod maker is doing this because they can and find it fun, acting like a pushy teenage boy around a pretty girl isn't the way to go. However a simple word from the author saying that; his working on it.. or not, would be nice, given exactly what I wrote earlier; his doing it because he wants to. It has happened often that the mod maker suddenly does NOT find it fun anymore, and an update that many might be looking forward to, isn't actually coming. Personally I'm not playiing until the update, considering how absolutely nerdgasmic and completely essential this mod is, but that is completely irrelevant. Did I mention its a great mod? -
While I did not agree with a lot of what was said since this whole resource thing flared up, this is actually how I feel. I realize it'll carry no weight, but without being able to gather resources and have bases that, while maybe time consuming to construct, could become self sufficient, we are pretty much limited to short, or even more tedious in the form of having to launch every drop of fuel from the space center. However I'd make the same argument about what RemoteTech does, so I'm probably biased by passionate opinion on the subject
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Majiir. Now that it seems almost certain that a vanilla resource system is out, or at least going to be horrifyingly simple, will there be any expanding going on with Kethane? I know Scott in his old videos were under the impression that the reason for the relatively lite development of the Kethane mod beyond compatibility was because of the promise of a vanilla system. So with the stand the devs has taken, what is the future of Kethane?
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Loving the mod so far! I find myself having plenty to do with this, Kethane, and Interstellar Any plans of the less the stellar looking parts getting a markover down the road though?
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Sokar408 replied to TriggerAu's topic in KSP1 Mod Releases
Its when I hover over it. Basically the errors came up when I clicked on the panel banner. -
*Facepalm* I thought he was talking about a ModuleManager dev version, not a Mechjeb2 dev version X.x EDIT1:I am happy to report that the dev build produces much less lag, at least in the hanger. I have yet to find the cause of the in flight lag I'm getting, but I suspect its KW structs, as changing them around seemed to fix it. Thanks for the advice though Sab EDIT2: Nope not the struts. **** finding bugs is hard :S
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Sokar408 replied to TriggerAu's topic in KSP1 Mod Releases
Hey there. I seem to be getting a ton of errors whenever I open the Alternative Resource Panel, and thought I'd let you know. This is what I'm getting when I open it: [Exception]; ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint Aborting I get that error in the debug menu 13 times before I get this: [Log]: 12/6/2013 4:08:45 PM,KSPAlternateResourcePanel,Saving Config... Now I have no idea whether that is relevant, needs fixing, or whatever, but I'm trying to track down whats causing some massive lag, and this is one of the mods producing red errors. Anyway I love the mod, and I hope you'll continue to develop and maintain it Also, and this is the second time i ask, so if you have answered it and I just can't find it, then I apologize. Is there a way to disable the standard resource panel. With this thing I don't what its buggy ass popping up every time I hover up there -
Oh sorry, I just loaded my computer up today, and the page still had the text in the reply box, so I thought for some reason it hadn't posted it last time. The dev version? Possibly, its your 1.5 version yes, so if thats the dev version then yes I got it, and yes it is with that. If there is another one, then please supply me with a link for testing, as I can't find one on your page.
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Has anyone else noticed an extreme amount of lack being produced by this mod since .22? I don't know whats going on, but as soon as I try and mount it, the game slows down as if I have placed 100 parts on it, not just 1. I use to be running vehicles at 500 parts just fine, but now I can barely get above 200 with my satellite launchers (which typically have 3-4 Mechjeb parts, one for each Satellite)
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Has anyone else noticed an extreme amount of lack being produced by this mod since .22? I don't know whats going on, but as soon as I try and mount it, the game slows down as if I have placed 100 parts on it, not just 1. I use to be running vehicles at 500 parts just fine, but now I can barely get above 200 with my satellite launchers (which typically have 3-4 Mechjeb parts, one for each Satellite)
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If you had to pick ONE, then FAR is a must. But why would you stop at one, when there are soo many mods out there that has near necessary features, like the information provided by Mechjeb2 (I don't personally use the auto pilot though)
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.. Matt get riped away? Ryan had him and, as far as we saw, stopped his momentum, so what was mysteriously pulling him off? Great movie even with the small mistakes here and there, but something this plot important I'd like to have cleared up
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I understand the wanting to know, but to flat out say you'll be wasting your time if it breaks your current save, then aren't you technically wasting your time like.. always.. considering you KNOW there'll be more patches. Just pointing out that you might want to start thinking differently about things Needless to say I'm existed
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Deadly Reentry - Can i hold my own heatshield?
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Make sense, but where do I find the "max" temp for a part? It must be there despite me having looked, since engines tend to be able to take much more heat then other parts. -
Deadly Reentry - Can i hold my own heatshield?
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Yes I am aware, however those shields will only have for X sizes, and making support structures to cover my more.. ambitious descents is far harder then just making a huge shield. Also what about SSTO's? Again i'm assuming some parts hold up better then other parts (for example I noticed almost any exposure destroys parachutes). What exactly defines the breaking point of a part when it comes to reentry? -
While I would absolutely question your ability to get that to go.. well.. anywhere, I have to applaud the awesomeness that is that!
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True, but far less cool It will be the "go to" method for refinery to ship transfer though
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I thank thee *bow*
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I keep seeing all these fancy cool looking Kethane builds, with "tubes" running between the different infrastructure. However I always wondered how people get it all placed. I have experimented on Kerbin myself, but have yet to figure a viable different and placement vehicle. So if anyone out there has some cool green dealing facilities and want to show off, please do Also a little tell of how you managed doing whatever you have done would be much appreciated