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Cucco-Master

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  • About me
    Rocket Girl
  • Location
    On the Mun, in a forgotten tin can
  • Interests
    Getting off the Mun

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  1. Are there any plans for an option to also replace the stock system?
  2. That is the folder, yes. I think you can delete the shortcut as well. It might work regardless if you do or not, because afaik that's not what causes things to break. The folder is what needs to go.
  3. After running the generator you need to delete the GenerateSystem folder. That folder is only for the generator itself, it's not meant to be used by the actual KSP game.
  4. Now that's some hot stuff right there! Ever since To Boldly Go got abandoned I've been hoping someone would make a system generator like this. And this is already looking amazing! I guess now KSP1 won't ever die, because even when every modder has retired and all existing planet packs have been played to death, we can just generate infinite new ones. Has anyone tried this with Research Bodies already? I'm not sure if Research Bodies even *needs* configs for a system or if it would just default to start with everything hidden.
  5. Is there a list of building-packs anywhere? Just talking about the statics themselves that can be added manually, not pre-made arrangements.
  6. Yeah, KRnD has compatibility issues with many mods. If you have something installed that lets you modify parts, like B9 Part Switch, Tweak Scale or similar ones then KRnD won't work.
  7. Oh, I'm still interested in this, I just thought that the project has become abandoned. Glad to see you pick it back up! The timing is also excellent, because now that stock KSP is "feature complete" it's the best time to start a mega-playthrough, exploring and colonizing all the solar systems and so on. Because there is time for that now - I'm gonna stay on 1.12 for a while anyway What I'm curious about: Are you planning to make it so your tool will only create additional systems, like it was originally the plan or might there by an option to also replace the starting system?
  8. If I use an unsupported planet pack with this and then add the templates myself during a running save (i.e. once I found the respective planet with Research Bodies), will it still have an effect or must I start a new game to make changes?
  9. One of them around each planet isn't any worse than one in your entire game, because only one of them will be loaded at a time. While they are unloaded they just count as one craft, regardless how big they are, so they won't do any more damage than small satellites. The real challenge is being near one of those. At 475 parts you probably can't add much more, because most of us would already have extreme lagfests around this thing. Definitely don't try to get 2 of them loaded at the same time
  10. Since the mod only adds new star systems and leaves the stock system intact, I would assume mods that add planets and moons to the stock system are compatible, unless they add bodies that are very far out (far enough that they might already clash with some of the added star systems). If a mod replaced the stock system itself it is likely compatible if it doesn't rename the Sun itself. Because TBG might use the Sun as a reference point and if there is no Sun in your modded star system there might be issues. Mods that add other stars will likely be incompatible (because the added systems will likely overlap with those from TBG). However I asked the same question a few messages earlier and didn't get a reply, so I can only make semi-educated guesses here . Once Kopernicus works for my 1.9 save I might try it out and see what happens.
  11. If you have installed the dependencies correctly, then you should have options for different types of fuel mixes. There is a version that only has LH2, but there is also one that has LH2Ox. You gotta check out that multi-colored bar in the part actions window while in the VAB. If you really don't have an LH2Ox option there then try uninstalling and reinstalling everything related to Cryo Tanks. While CKAN usually does a good job it sometimes botches installs.
  12. Restock also breaks the stock fairings in 1.10.0. Apparently there is also an issue that can't be fixed by mods and would require a stock fix in 1.10.1.
  13. This sounds pretty good! I'm totally fine with full self-sufficiency not being possible everywhere as long as in many cases there's still a way. I like this "go to a place and make the most out of what you find there" scenario. I'd just find it a bit too punishing if every single MKS kolony required multiple (manual) supply lines from and to other planets . Not being able to produce all kinds of fuel everywhere is a good thing. It makes you adapt landers and shuttles around what you have and helps keeping things fresh. I'll give this mod a try!
  14. Is it even still possible to build a self-sufficient MKS kolony when using RR (i.e. will some substances just have more complex production chains and require more mining outposts on different locations of a body) or do there tend to be essential end products that are entirely unavailable on a given celestial body and have to be constantly shipped in from other planets?
  15. You used to require the MechJeb parts to use MechJeb, but this was changed (at least installing through CKAN gives you that patch by default) and so nowadays any command module has MechJeb functionality without any extra parts.
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