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Hurry- Starfish!
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Everything posted by Hurry- Starfish!
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Fix the barometer.
Hurry- Starfish! replied to arise257's topic in KSP1 Suggestions & Development Discussion
Yes, please. -
More craft types and categories
Hurry- Starfish! replied to Sniper-Worms's topic in KSP1 Suggestions & Development Discussion
I don't think priority really matters with something like this, as adding another class should be a matter of a few minutes. We have an entire building for building planes, and a runway to launch them, it's about time we get an icon for them too. -
B9 5.0 pre-release (with download)
Hurry- Starfish! replied to K3-Chris's topic in KSP1 Mod Releases
That's beautiful. I think turning the seat around would be fine, does a passenger compartment really need MFDs? -
Yep you're right, one is the science lab, the other is an M2 Cargo Bay from the B9 pack. It mostly contains KAS crates filled with stuff that might come in handy during missions, such as EVA mountable struts and spare solar panels.
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Gregmy Kerman likes his new space station! Actually, this will become an interplanetary ship; the engines and fuel tanks are not attached yet.
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[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
Hurry- Starfish! replied to FW Industries's topic in KSP1 Mod Releases
Then that means whoever made the challenge will have to define the term "stock" for their challenge, because otherwise it's unclear. Does "stock" mean you have to do everything in a vanilla install without using any mods? In that case your Kerbal Engineer wouldn't be allowed either. Sure, you could theoretically build the same craft without it - but it's the same with mods like this one, since you could just use an unmodded install and manually edit the craft file with a text editor. Whether it's this or building your craft without Engineer, it would require additional research and effort to do manually what otherwise a tool would do for you, but what you end up with is a ship that's made from stock parts, works in a stock install and imo is thus stock for all intents and purposes. If a challenge is to be meant to be done completely without the aid of mods of any kind, the creator could specify this of course... but I don't see a reason why mods like Kerbal Engineer should be allowed in cases where mods like SelectRoot aren't. -
Texture sharing
Hurry- Starfish! replied to DoctorFoo's topic in KSP1 Suggestions & Development Discussion
How many players and modders does this game have by now? It isn't even close to being "too early" anymore. Though you might have misunderstood; this isn't about graphics, but an improvement in terms of performance, memory usage and development convenience. -
It kinda irks me how the ion parts are rather insultingly placed under "Utility" instead of "Propulsion".
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Reaction Wheel Nerf
Hurry- Starfish! replied to palioxis1248's topic in KSP1 Suggestions & Development Discussion
I don't agree with the "only torque in one plane" suggestion for playability reasons. But I think capsule torque should be made weaker. Back when "reaction wheels" were "SAS modules", I always put at least one my ships to make them more controllable. But right now I just don't need them anymore. On smaller ships the capsule torque is strong enough to handle everything and on larger ones I use RCS. Maybe that's just me, but reaction wheels feel kinda useless to me. However, if torque (capsule torque at least) were to be nerfed, it would give them a purpose again, it would stop capsules being able to breakdance (maybe), and it shouldn't be too frustrating for new players, considering in past versions, to get any SAS at all, we'd have to attach one anyway. -
[WIP] Nert's Dev Thread - Current: various updates
Hurry- Starfish! replied to Nertea's topic in KSP1 Mod Development
Can't you just rightclick and disable the resources in these tanks? -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Hurry- Starfish! replied to Orionkermin's topic in KSP1 Mod Releases
Those are some beautiful pods! -
Higher than 100000x timewarp. I love you.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Hurry- Starfish! replied to DYJ's topic in KSP1 Mod Releases
Might be the same problem. I downloaded this mod recently, then wondered why the plane I designed kept spinning out and crashing. Turns out the CoL was in a ridiculous place (at the base of the wings) and my plane was V-shaped, so that didn't work out well... -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Hurry- Starfish! replied to pizzaoverhead's topic in KSP1 Mod Releases
Malmen is the creator of some really nice music. Elliptical Orbit, Eagle Nebula and Space Traveller are perfectly fitting for the space playlist, and some of the others like Sleepy On Sedatives or Sunbird could work as exploration music on celestial bodies, once that's implemented. I can't find any license for them, so it might not be possible to include them in the pack; but they're free to download, so anyone interested can take a look.- 779 replies
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Hurry- Starfish! replied to pizzaoverhead's topic in KSP1 Mod Releases
This is great. I've waited for something like this for a long time, thanks! How can there be no need for the most commonly used format for music? Converting files is work, .wav files are huge, and if you're worried about quality, reconverting an .mp3 into yet another lossy format is the worst thing you can do.- 779 replies
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[1.3] RCS Sound Effects (2017-06-12)
Hurry- Starfish! replied to pizzaoverhead's topic in KSP1 Mod Releases
Why is everyone even discussing sound in space in here? This doesn't look like space to me: RCS thrusters are usable in atmosphere just like they are in space, which goes for every other engine in the game as well. And all of these engines makes the same sound regardless of location, so why would you discuss all that in here? You could have the same discussion in the thread of every single mod that includes a custom engine, which would be really annoying, so please don't... That said, there are mod like Atmospheric Sound Enhancement or Audio Muffler that deal with that. If space sounds bother you, maybe you should take a look at those. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Hurry- Starfish! replied to TriggerAu's topic in KSP1 Mod Releases
+1 Ordering by mods maybe? -
[20/11/2014][0.25] FTmN Atomic Rockets
Hurry- Starfish! replied to Kommitz's topic in KSP1 Mod Releases
Nice, that tank looks good! Wait, what. That exists?? -
By editing the addModule.cfg in the KAS folder. You have to set up sizes for storing the parts in containers and positions for carrying them on Kerbals' backs. I already did that for a number of mods a while ago and posted it here. I didn't include quantum stuts, because KAS itself already contains an alternative, but if you want that, it's not hard to add.
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Superior Ship Save Sorting
Hurry- Starfish! replied to Ironwatsas's topic in KSP1 Suggestions & Development Discussion
Yes, please. I have tons of crafts and also tend to have many different versions of the same craft, so something like that would be really helpful. A 3D representation probably won't be possible, but maybe a preview screenshot taken on save from an automatically calculated camera position would work. -
Okay, since there didn't seem to be one around yet, I made an edited addModule.cfg providing grab/drop/attach/store functionality for appropriate parts from other mods. It supports KW Rocketry, B9 Aerospace, RLA Stockalike, RLA Power Generation, KSPX, Near Future Propulsion, Aviation Lights, and some minor other stuff. Here it is: http://pastebin.com/US3hY9By
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Wow, this looks awesome. I'll try this out as soon as possible when I get home. After KW and B9, I would say KSPX and RLA Stockalike should be next.Would it be possible to add a "default" recoloring method that works on all parts that don't have a mask designed for them? Maybe some kind of color rotation or replacement effect, or even just a color filter? That would probably be useful for as-of-yet unsupported mods.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hurry- Starfish! replied to rbray89's topic in KSP1 Mod Releases
+1 for the swirl. The pinch just has this standard "faulty UV map" look to it, as seen in 4573689297 other games. The swirl looked cooler -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Hurry- Starfish! replied to Porkjet's topic in KSP1 Mod Development
Or let crew enter it while it's deflated, yeah.