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Commander Zoom

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Everything posted by Commander Zoom

  1. I'd use UbioZur's welding mod, which would also solve a few other issues.
  2. Make sure everything still works. Check out some of the tweakable options. Add a science lab to my Duna Habitat, and test it in my other 'sim' save to make sure it will land safely.
  3. Thank you for not breaking my saves, as I'd feared you would.
  4. For good or for ill, there is a sizable portion of this game's playerbase that absolutely wets itself over "complicated and grindy". The more so the better. Does this mean that's the direction the game as a whole should go, and the segment of the players that SQUAD should cater to over others?
  5. Magnificent. Thank you so much for the (improved) textures.
  6. IMO, this all comes down to "but you PROMISED we'd have resources by now!" (they did no such thing) and "I want to feel like I have control over what happens to this game" (uh... no).
  7. Looking awesome! What I suggest for the KAS / NAMLARV issue is to extract the old winch part from the old set, put it in the new set (for now) - it doesn't even have to be functional, it just needs to exist where the game can find it and load it. Then you can replace the old part with one of the new winches, perhaps by having an EVA kerbal grab it and make the swap, or by undocking and deorbiting the whole NAMLARV and launching another. Once it's no longer in your save file, you can delete the 'orphan' part entirely.
  8. Some things are best left at the bottom of a gravity well. Some things are better off near the top of one. The wise one knows which is which, and plans accordingly.
  9. Per my issue above - make sure that you have the current version of Mod Manager (1.5) in your GameData folder.
  10. and Crew Manifest does it very well, IMO. I've been using it for a while now.
  11. Really nice work! I like the mottos, and the mosaic patterns for the planets are an interesting touch.
  12. Assembled the components of my multi-part interplanetary ship in the VAB, HyperEdited the whole thing into orbit, and then made some tweaks to said modules based on the results. (Added a few more floodlights, moved the telescope, and shortened the engine module a bit by cutting the fuel tanks to just what it needs to rendezvous and dock.)
  13. Damn, Papics, those are amazing. (A little too cloudy for me - I run with just one regular and one detail layer - but still amazing.)
  14. Just wanted to publicly thank shaw for giving generously of his time to try to figure out why this wasn't working for me. I finally tracked it down to running an old version of Module Manager (1.0 something, from August, instead of 1.5, which came out at the very end of November). The skybox shows up fine now.
  15. Got .8 and Sido's pack in TGA from above... skybox still not working. *sigh* Guess I'm just meant to be using the default. maybe I should go and install the Soviet suit textures, if only to see if this has any effect at all for me. Modlist: BoulderCo (of course), Crew Manifest, DRRobotics, Goblin Enterprises (heat shield part only), Hull Camera VDS, ISA, KAS, Keramzit (Procedural Fairings), Kerbal Joint Reinforcement, Kerbaltek (HyperEdit), MechJeb2, NavyFish (Docking Port Alignment Indicator), nothke DROMOMAN, RCS Build Aid, SCANsat, SelectRoot, TextureReplacer (duh), VibraDyn (parts for SCANsat).
  16. Fixed that for you. Also, while you may appreciate it, you aren't the author and OP, are you? IMO, everyone should let KSK tell his own **** story in his own perfectly fine words. (IMO, speaking as someone with an actual degree in English.) If one has spare time and an urge to get out the red pen, there are many many worse examples here on the forums. Go roll that boulder.
  17. Yes, I have. I downloaded the pre-renamed pack, and I'm looking at them right now in the folder. The first one is GalaxyTex_NegativeX.png , and five more in that style.
  18. Rareden's Skybox hasn't shown up for me, even running 6.1. The progress bar shows it loading the textures, but they don't appear in game; I still see the default skybox.
  19. I lol'd. Looking forward, as always, to more of this exciting and inspiring series.
  20. What he said. I've done/seen the same thing. As long as the part(s) is defined in the Parts folders, ships already in place are not subject to existence failure; you just can't build a new one without unlocking it.
  21. my Janet series probes use a transfer stage (one or two regular tanks and a 909) to get them where they're going, and then cast off and make any necessary orbital adjustments with their ion engine - 4k delta v means a LOT of inclination and height changes, and can even make the difference between a Moho flyby and a capture.
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