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Stone Blue

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Everything posted by Stone Blue

  1. Yes, its from Kopernicus Expansion Continued mod. and yes, so far it only has footprints.... GrandProtectorDark includes the Kop Expansion Cont. mod in the Event Horizon release package. Kopernicus Expansion Continued can be installed seperately, and *should* work with any planet mod that uses Kopernicus itself. And unfortunately, it doesnt look like they are persistent... they *do* disappear, I guess vOv
  2. Theres at least two that I know of... one is this: There is another that basically records any flight you do the first time you do it manually, then you can have it "automagically" repeat the flight... Darned if I can rememeber the name right nao, tho... Darn CRS EDIT: nvm... found it: EDIT2: oh shoot... looks like that only works fro things launched from KSC, and only ending within Kerbin's SOI ... EDIT3: nvm... looks like you can modify some cfgs to change which planet SOIs it works in :thumbs_up:
  3. Sorry, @CobaltWolf .. taking *first* Man, this looks awesomesauce, Beik! Only one problem: nao all the UI mods out there will have to update to match lol
  4. Wait...what?... the JSI mod is *just* a plugin with *no* parts, that can make existing pods transparent (with modification)... The mod that Zer0 is reviving, has actual *parts* in it, with *no* plugin... So how much duplicate/overlap is there?... other than in the titles?
  5. @Cassin that *is* weird... it would help if you could post your logs. Read this to see how to do that:
  6. Luckily, in this case, the compiled .dlls are included in the source package's GameData folder. (Not all mods do this).. So that means you can download the release using the second link, " Source code (zip) "... Then extract the contents of *just* the /GameData folder to your install's /GameData folder, then extract the /KerbalFoundries-Patches/Stock folder, to the /GameData/KerbalFoundries folder, and profit...
  7. @alexustas I would have been surprised if you *didnt* know this... but thought i would mention it if you didnt, and I clumsily did qualify it by adding the "i dont know if you know this, but.." ... And, yeah, i can see your reasoning behind showing it In ANY case, tiny inconsequential details aside.... AGAIN, THANK YOU for the update...
  8. Noice yeah... the ground indicator meshes for the wheels is a nifty idea... @alexustas, i dont know if you know this, but if you use the Icon_Hidden tag on the ground indicator mesh in Unity, you can have just the ground mesh, *not* visible in the Part Icons... loving the Universal Storage mounts, too
  9. Very nice... Just thought I would mention there is already another very similar mod with almost the same name:
  10. I can see this pack looking and fitting in better for launching and use with any of the USI mods, rather than BDB.
  11. Why?.. are you looking to *do* it?
  12. And actually, @JadeOfMaar is working on the next OPT Legacy update: codenamed "Chrome Dome" ... a complete revamp of Legacy textures using PBR Ok, Ok... in all reality, I am totally just jesting... *...actually, really just trolling Jade...*
  13. WOT??.. theres a *ton* of peeps that dont like PBR'd parts in KSP... Actually, many of the top, highly skilled parts mod devs dont like it... Also, now that DStaal mentions it, thats right, I forgot about the (minor) issues with the icons in the editor... Those aside, even tho I prefer non-TU'd PBR parts as well, I *HAVE* to absolutely have the TU plugin installed, or the old seperate Dx11 patch version installed... i *NNEEEDD* Dx11 ... and the solid blue editor icons *without* TU installed, is a show stopper for me...
  14. EXACTLY... thats wot I thought too... I was like, "Wot??... I think LGG is highly underestimating Windows using 1/2GB of RAM... Thats Win XP/Win7 level... " lol My Win8.1 uses ~1.6GB at idle.. And by the way, I have 16GB installed, and I changed (hopefully correctly), the amount in the cfg from 4GB to 6GB, which I think serves *me* a little better... Only tried it out once, but it put my usual RAM usage from 5~6GB with KSP running, to just over 12GB... still leaving around 3~5GB overhead ..
  15. Why "have to"? ... Textures Unlimited is just a small plugin, and IIRC, doesnt actually do anything unless configs have been made and installed for specific parts that use TU... I mean, having TU installed shouldnt break anything else, or affect anything that does not specifically have a cfg installed for it... Granted, having PBR'd KF landing gear bythemselves, while the rest of the game may not be PBR'd, looks a little off... its just a minor aesthetic discrepancy to me... vOv especially with gear that are used on aircraft/spaceplanes... I mean, how long are the gear actually used, and how much time are you actually *looking* at them anyway? Not judging you, just very interested in your opinion of not using TU... vOv
  16. I'm thinking JNSQ right off the bat... Mainly since that will be my next playthrough, and I *really* like using Telemachus in my playthroughs just wondering if its really involved, mostly on making/modifying the maps to get them ready for inclusion... or if its not too difficult, and mebbe someone could do at least *that* grunt work... vOv
  17. Yup.. I understand that... But its also been a great way to handle some KSP bugs... ie, its pretty much required as a band-aid fix for several OPT parts, right now... Hope to have these fixed Soon­™... But anyway, theres been recent consideration of looking into possible integration of Hangar functionality into OPT cargo bays (ie without the need to clip-in actual Hangar parts )... nothing beyond the idea of considering it yet, as theres moar important stuff on the OPT todo, but it did get added to the list of things to delve into... I'm glad this issue came up, tho, so its (World Stabilizer) on the radar as possibly something to consider if we get into actual implementation. Allista was already approached, and is on board for providing technical advising once we get to that stage... Anyway, if we find anything that WS causes or affects, we'll be sure to let you kno
  18. @whale_2 any idea why WS would be involved in this? (may need to read the few following posts for context)
  19. yeah, KF is a *must have mod* for me, if I build any rovers/aircraft/spaceplanes at all Stock gear are just too anemic, and too "general purpose" for my tastes
  20. Wait...Wot?? Hmmm... WorldStabilizer is highly recommended right nao as a band-aid fix for several of the <broken> parts in OPT Main and Legacy... Number 1, being the exact Humpback Cargo Tail you show in that pic @bcqJC ... without WS installed, any craft using that cargo tail, will spawn 1km altitude upon launch from the editor
  21. So, would this be a hardcoded absolute, or would there be a setting or settings file <or kronometer>, that users could edit/use to change startup time as they wished?
  22. Just to be clear, you do *NOT* have to create an account to host images on imgur
  23. Which version of Kerbal Joint Reinforcement? ... tere are several different forks of it currently and actively maintained?
  24. I'm sure, with the caveat that the proper version of KK is installed
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