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Bloody_looser

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Everything posted by Bloody_looser

  1. I agree with that. Strategies should, well, be strategies. Currently they are completely useless - setup cost is ridiculous, payoff insignificant; sell X for Y isn't even a strategy. Usually I completely ignore them.
  2. So, I got hooked on this mod for its simplicity and now it gets more and more complicated stuff. Well played, @RoverDude. Btw, are ReplacementParts intended to be a built-in resource, or we can ferry moar?
  3. Well, your time spent on the internet is sorta robust. Due to my online-gaming experience, I assume everyone on the internets is 8-yo and had some affairs with my mom.
  4. Only two gender options are extremely lacking and offensive. It's 21st century already! Please redo the poll and add more options: https://en.wikipedia.org/wiki/Gender_identity P.S. Seriously, why should it matter? Threads like this usually get closed.
  5. Using third-party autopilot in piloting-heavy game is like using aimhack in FPS. MJ is cheating. Get over it. Stop searching for petty excuses and cheat with your head held high.
  6. What about sticking a huge base with modules, catwalks n' stuff into the mohole?
  7. Well, in my 'serious business' install everyone is alive and well. In 'screwing around and wip modding' install - the most horrible are spontaneous combustion, clipping into runway and testing EVA parachute prototype. Damn, that was like really bad, parachute killed all my roster.
  8. Full redownload is the only way then.
  9. Looks like screwed-up Physics.cfg. Try redownloading it.
  10. I guess they were cut out at the very last moment.
  11. Well, in my install these display thingies do not work on all the engines (both jets and chemicals), though electricity flows. From .craft files it looks like it has something to do with the new enable/disable staging feature. Tried to do that via stock ModuleJettison and failed miserably, since for some reasons I could not unpack the turbine model. Firespitter is an option indeed, though I'd like not to grow mod dependencies.
  12. Will you post .craft files for both affected and not-affected planes?
  13. Would you be so kind not to start that bs ITT? Please. Turbine discussion is there http://forum.kerbalspaceprogram.com/threads/138338-The-new-longer-jet-engine-models And it's pretty much discussed all over.
  14. Drill looks cool. I like, that it's not in a form of K&K package and is an end piece. Regarding staging - ModuleDecouple seems to have this by default. Docking ports configs have stagingEnabled = False. Not quite sure if it can be applied to engines tho. Also, due to changes in ModuleJettison crossection top thingie can be now actually jettisoned and slides away.
  15. Well, that can be kinda hard to do. I'll look into it anyway.
  16. Officially - this. http://forum.kerbalspaceprogram.com/threads/138338?p=2281298&viewfull=1#post2281298 Unofficially - pretty much that:
  17. Looks like water and other liquids (and atmospheres as well) are reserved for mod resources. Maybe it'll change, but I won't count on that. Also, intakes and jets really should not work underwater.
  18. You can add a structural fuselage at the end of a train, they are hollow now and crew cabin has actually hatches at the ends. Thus passengers will have at least their own way to enter.
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