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Everything posted by sharpspoonful
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[0.90] Kerbin Shuttle Orbiter System v4.13
sharpspoonful replied to helldiver's topic in KSP1 Mod Releases
I've found placing the AR202 case inside of the cargo bay has done much to reduce it as well. -
[0.90] Kerbin Shuttle Orbiter System v4.13
sharpspoonful replied to helldiver's topic in KSP1 Mod Releases
I have noticed the black screen as of late when I was tinkering around with the MFD folder, but I cannot replicate it with any accuracy. Could it be the way the .tgas are packaged, or pathed? -
KSP should require a Standardized Mod Versioning File
sharpspoonful replied to Oddible's topic in KSP1 Mods Discussions
This is it in a nutshell. Modding isn't supported by SQUAD in regards to having a dependency like that to be implemented. -
KSP should require a Standardized Mod Versioning File
sharpspoonful replied to Oddible's topic in KSP1 Mods Discussions
Meh solution at best, and I'll have to side with Majir on this. I do believe that mods should adapt a standard naming format. ModNameHere V1.1 X.XX.X+ (Last date updated) ...but making the game force the mods themselves to have the correct dependancies in order to work would not only be annoying for the modders, but could cause problems down the road if the dependancies change. -
[0.90] Kerbin Shuttle Orbiter System v4.13
sharpspoonful replied to helldiver's topic in KSP1 Mod Releases
MechJeb handles the KSO just fine so long as you tweak the ascent profile and do your roll manually. And you can always kill maneuver nodes within the last m/s or so its not chasing it around the navball. Remember, no mod will ever replace the player. -
[0.90] Kerbin Shuttle Orbiter System v4.13
sharpspoonful replied to helldiver's topic in KSP1 Mod Releases
Im on a Macbook Pro, with OSX Lion 10.7.5, 2.2GHz i7, 4GB of RAM, and an AMD Radeon HD 6750M. I had initial issues with RPM not loading, but that was solved by updating all of the JSI, RPM, MFD, MechJeb2RPM and SCANsatRPM files at the same time. All of my issues disappeared. So I'm curious as to whether or not it's really a client-side issue or if it's an error occurring between the chair and keyboard. Pretty much how I've spent my morning, much to Jeb's chagrin. -
[0.90] Kerbin Shuttle Orbiter System v4.13
sharpspoonful replied to helldiver's topic in KSP1 Mod Releases
That's odd, as I have the same mods with zero texture issues regarding the displays. -
Got my newest LKO station up and crewed. The Mini Shuttle is fun to play with, and even though I still haven't been able to land at the space center yet, no crew members have been lost in the dry runs and crew rotations I've done so far.
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
sharpspoonful replied to sarbian's topic in KSP1 Mod Releases
If I remember correctly Sumghai, switching vessels or moving into IVA with fix that. You just need to reload the scene. -
[0.90] Kerbin Shuttle Orbiter System v4.13
sharpspoonful replied to helldiver's topic in KSP1 Mod Releases
This is a fun little mod, albeit I was disappointed that it couldn't hold any of the Fustek parts without clipping. Which is a shame, as the two mods seem to go together in my opinion. Still, this is on par with the ALCOR pod (which fits *perfectly* inside the cargo bay, by the way) in terms of clean and well-done modding. Bravo! -
How much do YOU rely on MechJeb?
sharpspoonful replied to The Flitter's topic in KSP1 Mods Discussions
Ah, another MechJeb thread. See, this here is pretty much spot on how I use MechJeb. Why waste the RAM on multiple mods? MechJeb does exactly what KER, Protractor, and kOS without the programming. I honestly don't understand the elitist attitude when it come to using MechJeb. Just play the game. -
LLL - Lack Luster Labs - Development Thread
sharpspoonful replied to Lack's topic in KSP1 Mod Development
Or just roleplay, pretend that the hatch is connected to a decontamination chamber and install Crew Manifest to move your Kerbals through your parts. -
LLL - Lack Luster Labs - Development Thread
sharpspoonful replied to Lack's topic in KSP1 Mod Development
And I think that is going to be my new quote. -
Community Mod Repository and The Majiir Challenge
sharpspoonful replied to Majiir's topic in KSP1 Mods Discussions
So long as it is not a part of the file name why does it has to be? We could even modify the downloaded file to look like MOD.ZIP>KSP Gamedata/x.xx.xREADME.txt./Source.exe/Other misc. folders not associated. Anything involved with the download portal could easily have the title changed by the author to reflect the latest update, much like you can in a forum. Again, not a programmer in the least, but where ever the stated versioning is place should also allow the author edit it. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
sharpspoonful replied to shaw's topic in KSP1 Mod Releases
Would it be possible to set an alias file so it will refer to the original file? -
Community Mod Repository and The Majiir Challenge
sharpspoonful replied to Majiir's topic in KSP1 Mods Discussions
One file per mod or several? One ZIP file will do, and files should be packaged with some uniformity. File> KSP Gamedata/README.txt./Source.exe/Other misc. folders not associated. What kind of files are allowed? ZIP files for uniformity and ease of unpackaging across different OS platforms. Can people download from the site, from an external link or both? Depends on bandwidth from Majiir's server. Preferably from his sever alone. Who gets to upload files? Those with verified logins. What else you got Majiir. I'm here all night. -
Community Mod Repository and The Majiir Challenge
sharpspoonful replied to Majiir's topic in KSP1 Mods Discussions
But as the title states, this will be a mod repository. I understand sharing of craft files, but as I said, that is something that should stay on the forums or on reddit. -
Community Mod Repository and The Majiir Challenge
sharpspoonful replied to Majiir's topic in KSP1 Mods Discussions
After reading this thread I have a few requests and points ( and please bear with me, I'm on my phone) to make. 1. As a frame of reference I liked the direction Spaceport was headed in terms of how they wanted to organize mods by what they had; command and control, science, utility, etc. The problem was that most mods that have parts, cover most of the spectrum of part classifications. This, coupled with the obscene amount of craft files, poorly organized or documented secondary and tertiary mods caused the whole thing to collapse in a pile of mediocrity. I propose an organizational hierarchy that is limited to name, author, a handful of predesignated tags (much like it already is organized in the mods library thread), and version. Most modders like me either already know some of that information or loosely know names, and could thus cut down on the search engine requirements. 2. This repository could go with out the aforementioned craft file downloads. They clutters server space and have few downloads if any. The forum already has a section for this and there is always red it for showing of and providing downloads. 'Nuff said. 3. I will add this to the discussion as food for thought. If this does take off and actually begin developing, I think that it would only be appropriate to ask SQUAD for some official support, and allow them to focus on the game itself rather than the mod repository. If we get support, there stands the possibility of having logins tied into our forum accounts and simplifying the voting, reputation, and bug support issue. I would like to note that I am not a web dev, mod dev, and have little to no experience with networking outside of military infrastructure. I am simply a player with a lot of time spent downloading mods. -
LLL - Lack Luster Labs - Development Thread
sharpspoonful replied to Lack's topic in KSP1 Mod Development
Oh! Awesome Lack! Thanks I really appreciate it! I am going to teach myself C# this year to avoid having issues like this again. EDIT: Nope, still didn't load the parts at all. I have to go to work, but I'll be back on later after work. -
LLL - Lack Luster Labs - Development Thread
sharpspoonful replied to Lack's topic in KSP1 Mod Development
It unfortunately did not, Lack. Sorry from keeping you from actually playing KSP.