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KSP2 Release Notes
Everything posted by Mitchz95
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This is probably a stupid question, but ... would a layer of water ice lining the inside of a ship be enough to protect the astronauts from radiation during, say, a trip to Mars?
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Mass relay?
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[1.4.1] Glass Panes and Enclosures (GPE) v1.9.1
Mitchz95 replied to 2001kraft's topic in KSP1 Mod Releases
Wow, this looks awesome. I'm going to have fun building huge spacedocks with these. -
From the wiki: There are no asteroids orbiting Dres in any of my games, and no asteroids anywhere other then where they have been since the ARM update. What is it talking about?
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Squadcast Summary (2015-05-30) - Mu Joins In!
Mitchz95 replied to BudgetHedgehog 's topic in KSP1 Discussion
Could somebody more tech-savvy than me explain what "multithreaded physics" means? -
Thank you for the advice! I just meant something that resembles those kind of engines, not something that's super overpowered or anything. Even just a new idle effect for a stock engine would be great.
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Are there any mods that add the big, glowing engines we see in sci-fi all the time? The kind that are glowing all the time and flare up really brightly when in actual use. Something like that, with tweakable color, would be amazing. Like this:
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Mitchz95 replied to Sophia's topic in KSP1 Mod Development
Has anything been changed with the command module itself from the Stevie_D version? -
How you guys go interplanetary with life suport?
Mitchz95 replied to nfpinto's topic in KSP1 Mods Discussions
Bring a lot of life support and hope it's enough. If it's not, somebody's going out the airlock. -
Has anyone made a texture map of Ceres we can use in KSP?
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Do the explosives detonate upon taking damage from a fall or collison?
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I've been waiting for this since TR was updated! Thank you so much! EDIT: Do the heads match up with the original pack names? I.e. "Head f1" = "f1m", etc?
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NASA Testing new Aerobraking Ship for Mars
Mitchz95 replied to Monthar's topic in Science & Spaceflight
I believe the big inflatable heatshield in Deadly Re-Entry does the same thing. I misused it for that purpose a couple times. -
NASA just posted this on YouTube.
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Mitchz95 replied to tajampi's topic in KSP1 Mod Releases
Congrats on the Modding Monday! -
I updated PMK and it replaces the stock suit properly. But I'd like to be able to use the IVA suits for EVA as well. How do I set that up?
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Thanks, I got the meshes to reflect perfectly. But I'm having a bit of trouble with step 5: I think I did it right, but it appears to have completely screwed up the texture when I load it in-game. The whole thing is white except for the blue "windows", which are now in completely the wrong places. If the part had a dedicated window mesh it wouldn't be a problem, but as it is I'm not sure what I'm doing wrong.
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Log: https://www.dropbox.com/s/omtjt2rkzxd79dc/Log.rtf?dl=0 Just to clarify, the PMK suits work fine for IVAs. It's just for EVAs that the game uses the stock suit regardless of what I have set in TR. Also, it appears the skybox from Proot's Renaissance Compilation (which use .dds files rather than jpeg) works fine.
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Well, Val's dead then.
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While it remains my favorite game by far, the quantity of bugs and other minor grievances (water lag, ugh) prevent me from calling it the best game ever. Definitely top ten, however.
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I'm trying to move a Mk2 Radial Parachute from one ship to another via EVA, but there doesn't seem to be a "grab" option. Are pilot Kerbals now unable to do that? EDIT: Nevermind, I forgot we need to bring a wrench now.
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My custom skybox isn't showing up on my 1.0.2 game. It worked the first time I loaded the game, but now it always loads the stock skybox even though it should be using the new one. Ditto for my EVA suits, though I think that's due to the changes made to the structure in 1.0.2. Is there a way to modify the Pimp My Kerbals suit pack to work in the current game?