Bloody_looser
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Everything posted by Bloody_looser
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@psvialli Yup, you can. All the mod's mechanics can be tweaked / turned off at the Space Centre screen, click the USI LS icon there.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Bloody_looser replied to IgorZ's topic in KSP1 Mod Releases
After directly referencing the bn_upperJaw01 bone via debug for the props, they equipped properly on the female kerbal in the new suit. For male kerbals they work as is. Kinda strange. The mod describes the parts in such fashion. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Bloody_looser replied to IgorZ's topic in KSP1 Mod Releases
Hi, @IgorZ I've run into an issue while using the glorious Kerbal Hacks KIS addon. When trying to equip anything head-related (like glasses, headset etc.) on female Kerbals, sporting the new suit, KSP throws in log 'Error: evaTransform not found' and nothing happens. With the old suit everything works as designed. Hand-held items work with both suits. For male Kerbals everything works with both suits as well. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Bloody_looser replied to Nereid's topic in KSP1 Mod Releases
Nvm, was too long away from KSP and should've read changelogs. Keep up the great work. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bloody_looser replied to Nils277's topic in KSP1 Mod Releases
Ow, yiss. Fair enough, I guess. Using more than a year-worth amount of depleted fuel to produce less than the smallest xenon can fit is not a very utilizable mechanic though. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bloody_looser replied to Nils277's topic in KSP1 Mod Releases
@Nils277, drill for dirt cfg has a wrong path for the model (in 1.5.3 at least). Btw, would you consider adding base-size KIS containers (10k large and 5k small), since to produce something kinda big - like a drill - one have to rely on third-party containers. Also, what about adding small xenon output as a by-product for reactor operation? -
What if introduction of the EVA navball itself was also a bug in the first place?
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The New End-User License Agreement is Unacceptable
Bloody_looser replied to T.C.'s topic in KSP1 Discussion
Nah, that's not long. The very best inflammatory topics used to get tens of pages in a day. Lack of any explanation for the point, made by the OP, however, makes me suspect the same. -
Seeing this GIF on the Internets.
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[1.x.x] Kerbal Hacks: Wearable KIS Props
Bloody_looser replied to Enceos's topic in KSP1 Mod Releases
Finally, a mod crucial for my gameplay. Thank you, sir. UPD. @Enceos, Mic headset is missing a category in cfg. -
Many ITT are badmouthing Flying Tiger, that's not fair. FT should get some credit. When SQUAD announced making ports for console, the community was really sceptical about it. While some were outright hostile, waving around "PCmasterrace" agenda, and others expected an outright fraud, the majority was sceptical about the very possibility of porting KSP to consoles. The modern consoles are nothing more than a really average PC with restrictions and licensing, and such a complex resource-hungry (and not very optimized) game like KSP is not the simplest stuff to port. So, KSP console port was expected to fail and fail miserably. Flying Tiger however managed to pull off the port kinda well. Yes, the port failed as expected, but in a good way. A couple of game breaking bugs is really far from the expected full-blown disaster.
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What Facts Do We Know About The Devs Leaving?
Bloody_looser replied to Mycroft's topic in KSP1 Discussion
Cheaters will rejoice? Or there's some deeper meaning? -
Welcome back.
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Why weren't the part upgrades included for the old parts?
Bloody_looser replied to a topic in KSP1 Discussion
I like the upgrade feature, hopefully it'll make into stock. It'll definitely add depth for building craft series and generations. Since it's tied to .craft file, there's no problem with craft-sharing too. Some decals (like a letter in the model number or smth) for upgraded engines would be nice though, to cut the guesswork on the screenshot - whether it's a simple LVN or 'Legendary LVN of Mighty Thrust'. -
The v1.2 Hype Train Thread - Prerelease is Out
Bloody_looser replied to Whirligig Girl's topic in KSP1 Discussion
Lol, in the first screen it looks like the dish's overheating.- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Bloody_looser replied to Whirligig Girl's topic in KSP1 Discussion
Any news on 'Part Upgrade' thingie yet?- 1,592 replies
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Try asking in this thread, current one is a bit too old.
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TL;DR version: Looks like SQUAD finally pulling off the fraud to steal my five bucks I've paid several years ago. Or maybe not.
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We need a MK2 node mounted intake
Bloody_looser replied to The Optimist's topic in KSP1 Suggestions & Development Discussion
Nope. There's such part over there though. -
Well, body lift is bugged in 1.1.2 and it's missing actually. 200 funds is a way too large sum? IMO Mk2 short's cost is totally fine, since it sturdier, has better heat tolerance and provides lift - well, supposed to. With all that features it's just 0,04 tons heavier than mk1 - it's weight of two LV-1 engines. Everything seems balanced enough.
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It provides body lift, and it is an advantage. If you look closer at the model you'll see it's mk1 tank in a structural fuselage.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bloody_looser replied to Nils277's topic in KSP1 Mod Releases
You've made me question that. Moar nodes point still stands though. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bloody_looser replied to Nils277's topic in KSP1 Mod Releases
@Nils277, FYI @RoverDude's Malemute rover geology lab still doesn't fit into the garage. Edit: Nevermind I screwed-up installation somehow. Also, can we have moar attachment nodes on the inside of the garage?