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sharpspoonful

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Everything posted by sharpspoonful

  1. I've tried the last .dll, and can confirm that it doesn't work. All KAS parts decouple in a massive (ly awesome) explosion.
  2. Not to be speak ill of the KSP forumites, but with stuff like this you need to attempt to make it idiot-proof (until someone makes a better idiot that is). A simple window like the SQUAD request to collect anonymous game data would be along those lines. something where someone who perhaps doesnt read these forums closely, or where they may not know that they've unwittingly added Modstatistics can opt-out without having to dig throught the config files. Personally, I don't mind. I have a facebook, multiple email accounts, and a screen name that hasn't changed since '06. My information concerning my internet activities are already out there, and jumping on Majir's head for trying to get better info to help modding doesn't change that fact.
  3. Love the idea. I liked kethane, but had no real reason to use it. Now that you'll have it paired with the MKS/OKS mods, you'll essentially have a complete permanent-base-mod-in-a-box going! @Alexusta & Mihara: you two are some of the most creative modders in the KSP community. Have some rep for helping others. EDIT: Apparently I can't give you any more rep Roverdude. Still, you are on par with Majir,Sumghai, and zzz in terms of making fucntional, good-looking parts, and having responsive coding skills. Keep improving the modding community dude!
  4. I didn't make it, but like I said, this is an issue that has been addressed by Majir in several thread. PF 3.06 probably has an issue with how its applying the the decouple mode. I have to say, I have no idea.
  5. No, this just fixes the lack of force from decouplers, not the (decouple) node. That is a separate issue that was brought about by the way x64 handles the code. Majir has brought this issue to light several times, as seen in the x64 compatibility and the KAS threads. That fix is going to have to be applied more or less likely by SQUAD or the Unity team, and is not something that the modders themselves will be able to fix.
  6. Nope! That stands for Portable; Radio Communications! (It's a military joke. Our communications equipment designators always start with A/N PRC-)
  7. It took me a while to understand and get used to FAR. I just don't have a need for all of the features. This fits the bill perfectly.
  8. Could you perhaps go into a bit more detail than that? What do you mean by minecraft style blocks? What advantage over mods such as KAS does this have? Do you intend to make KSP more like Space Engineers?
  9. Am I the only one who is confused as to why people are getting worked up over not getting the Limited Edition texture? I mean, it was stated for weeks that he was going to pull it after some amount of time.
  10. If you need help wading through the files, PM me. I'm connected to the forum via email/my devil of a phone.
  11. Like I said some time ago; this is why the SDHI and the FUSTEK mods are my favorites.
  12. It is a fantastic game, you are correct. But a lot of mod developers, coders, and modelers are confused and frustrated with the sloppiness of the coding in some places, of overly-large or otherwise poor stock textures and models, and some of the mod users (like myself) rely on the modding community to fully enjoy the game. It's not to say that SQUAD is in anyway shape or form as bad as EA, or something like that, its just that a lot of people would rather that SQUAD clean up its own mistakes and messes instead of compounding on them. TL;DR It's not that SQUAD is terrible, but putting them that high atop a pedestal this early in development is not something a lot of us are willing to do.
  13. I've always been curious as to why the KSP preloaded all the texture files to RAM, when most games nowadays have placeholder textures that get swapped to full textures when needed. It seems, and is, extremely inefficient.
  14. Goodness these were outstanding. Well done, have some rep!
  15. The lighting issue was for Sumghai to test the internals. I don't really get the same lag until I push 300 or so parts, but I'm glad you were able to zero in on the issue.
  16. That may be caused by the IVA's extremely bright interiors as of the last update. Already running the .17 update. I'll reinstall it and let you know if there were any changes. EDIT: That sounds like a pretty awesome addition the SDHI pack for the IACBM Parachute variant, if I might add.
  17. I'm not sure if I missed something when updating my test folder, but I did not see the IVA's at all. All that happened was I was able to see through the windows and the rest of the part in both the VAB and the launch pad. The specular shaders look much better.
  18. Why not just have the whole satellite rotate? There are few positions a sat with 2 to 4 panels can be in where the sun wouldn't hit a solar panel, people won't make requests for multiple part update, nor would there be any modeling issues. Alternatively one could just use the powered rotator and 90 pivotron from IR to make it move in specified directions.
  19. The shapes are nice, but I'll agree, the brown is off putting. The radial parts are gorgeous.
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