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Everything posted by nismobg
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My body is ready !
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Mod Testing for 64-bit KSP (UNOFFICIAL VERSION)
nismobg replied to mythic_fci's topic in KSP1 Mods Discussions
Maybe everyone should use the Default DX9 and not DX11/OpenGL. We already know dx11 have problems with the 32bit version too ! So far for me: Planet Factory makes the orbits shake in map view but works fine with 4 different planet packs together. EVE works pretty good(with Better Atmos addon) I run under DX9 -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
nismobg replied to pizzaoverhead's topic in KSP1 Mod Releases
Is this Unity or KSP issue, when a single 2mb song east up about 100MB of ram. It's kind of sucks all the ram left over when I install your mod ! But the tracks are amazing- 779 replies
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[1.0.5] [RELEASE 0.8] Sido's Urania System : 7 new planets and 8 moons !
nismobg replied to Sido's topic in KSP1 Mod Releases
It works perfectly , you just need to customize the clouds cfg . This is hands down my favorite PF pack, however it does eat a lot of ram. -
I am still excited but it conflicts with some mods, cant figure out which one yet. It breaks the burn indicator and the toolbar mod, and makes the RnD center extremely laggy ! This keeps getting spammed "ArgumentOutOfRangeException: Argument is out of range. Parameter name: index" , first time i see it too !
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OMG , Thank you !!! I was thinking of implementing something like this a week ago but gave up ! You are a lifesaver !
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I like your big orange jugs, they somehow stand out perfectly !
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Seriously : http://forum.kerbalspaceprogram.com/forums/35-Add-on-Releases-and-Projects-Showcase?styleid=1 And more seriously : http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
nismobg replied to pizzaoverhead's topic in KSP1 Mod Releases
The tracks are really sweet, thank you. I have added some of John Murphy's Sunshine tracks too, the experience playing with the proper soundtracks is awesome !- 779 replies
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Any news or leads on the Science Archive bug ? Possible solutions?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nismobg replied to rbray89's topic in KSP1 Mod Releases
rbray89, any way to modify spin rotation, to simulate hurricanes etc. ? Like moving on the X and spinning at the same time, should be doable, no ? Edit: And by the way, HOW IS THIS NOT IN STOCK GAME !!! Mind Blown ! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nismobg replied to rbray89's topic in KSP1 Mod Releases
WHAT ?!?!? Let me wake up please ! Mod the terrain as like loading meshes with props ? Or is it modding the colors only? -
What is the most dramatic topography you've landed near?
nismobg replied to Kurtvw's topic in KSP1 Discussion
Spoiler Heavy !!!! <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/Untue/embed"></iframe> You want topo? You cant go wrong with Moho ! -
Whackjob never disappoints !
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Well I am currently at 67 mods and I feel like any single one of them should be in game by default.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nismobg replied to rbray89's topic in KSP1 Mod Releases
Gratz rbray89 Very well deserved !!!! Btw whats the config for the Duna storm setup. I wish there is a way to implement FAR on moving with the storm and affecting parts/ships as a real wind would. -
Yeah like in 3 years a single game developer didn't just created a sim game by himself from scratch, including the game engine.
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
nismobg replied to asmi's topic in KSP1 Mod Releases
Hi i posted this in the Module Manager thread too because I cant pinpoint the cause of it. If I go like this in the stockpods.cfg or add directly the module to the part.cfg I get weird VAB part icon that enlarges to infinity for the specific part. @PART[*]:HAS[#CrewCapacity[1]]:Final { MODULE { name = LifeSupportModule } RESOURCE { name = Oxygen amount = 400 maxAmount = 400 } RESOURCE { name = CO2 amount = 0 maxAmount = 400 } RESOURCE { name = O2 Candle amount = 1 maxAmount = 1 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = TankPriorityModule Priority = 10 } } Now if I add this code it all works good ! MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.75 } } This goes for any single Pod/Station Hub or anything that has life support to it ! -
If I go like this in the stockpods.cfg in asmi's mod or add directly the module to the part.cfg I get weird VAB part icons for the specific part. @PART[*]:HAS[#CrewCapacity[1]]:Final { MODULE { name = LifeSupportModule } RESOURCE { name = Oxygen amount = 400 maxAmount = 400 } RESOURCE { name = CO2 amount = 0 maxAmount = 400 } RESOURCE { name = O2 Candle amount = 1 maxAmount = 1 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = TankPriorityModule Priority = 10 } } Now if I add this code it all works good ! MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.75 } } This goes for any single Pod/Station Hub or anything that has life support to it !