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amarius1

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Everything posted by amarius1

  1. I do have them installed alongside PBC as my standard install. I used to have PBC in a previous install but now on reinstalling ksp and remaking my mod list it stopped working
  2. Hi, when installing this mod the techtree doesn't seem to show changes. Am I doing something wrong?
  3. For me these configs appear unusably bright on kerbin's surface. Is this intended?
  4. Hi, the stock tanks don't seem to have the option to switch fuels, what happened?
  5. Hi, I've always had this bug happen with this mod where timewarp just gets stuck in place and starts working properly on some random times. Is it a known bug?
  6. Great update! Do you know where I could find configs for Tantares / Stock fuel tanks? I don't really need the IFS tanks so I just kept the plugin part
  7. Hello, any information on wether this works on 1.9 and 1.10 too?
  8. yo I can't wait for when this is complete as a testing version at least, the engines look amazing and I can barely imagine what will be possible with them. They also serve as a perfect pack to fill the last end game nodes of the Community Tech Tree which is simply amazing!
  9. It's because of 1.9/1.10 Kopernicus and you can do nothing about it, happens to other planet packs too
  10. Is the "restart" branch ready to be tested in KSP? Says incompatible .dll for me, if anyone knows how to get the parts to show.
  11. They should not. Just in case, you should create a save, cheat a few crafts around bodies including Eeloo then install both OPM and KO. If everything is looking alright in this test save after opening it with both installed than your main one will be fine too.
  12. hey, could you tell me how you got the gas giant textures prototyped? I thought gaseous giganticus was Linux only.
  13. Hi, does texture switching work if there are other configs already for other mods or does it also have to be configured? It would be amazing. There's a Magpie mod that ads configs for any mod but it can't switch them, maybe you could partner with him or release a separate plugin just for texture switching
  14. Tbh integrating support for ReStock and NearFuture mods should be the most important thing right now
  15. can you please make a custom part category to store all the parts from this mod? kinda gets confusing with the rest of the mods
  16. I don't think that's an issue... Those adapters are meant to be used upside down in upper stages similar to the Delta V second stage.
  17. Some of the names are mine, some were made up by the original developers of KSP. NovaSilisko was supposed to add a lot of these planets (in his own style) and Fonso was one of those original ones. Sticking to the original idea that I composed with his tips helped me achieve a decent depiction of Fonso. Harvest and Fez were made by developer Harvest in order to test the terrain engine of KSP way back. I brought those into the mod too.
  18. Well I am just maintaining, making sure it still works for future KSP versions. Don't really have time or will to resume it. Once Kopernicus is updated to 1.9 I may give it a facelift or start with new ideas.
  19. This is starting to become one of my most favorite mods, keep it up and make it good for career! (0.5 parts before size 1 and 1.5)
  20. Hi, just tested what you are working on. I know you probably know about these but here's what needs to be fixed till release: currently the tech tree entries are messed up, 1.875m parts come at a point when only the 0.6 parts of the mod should be usable. generalRocketry would be far more suitable for them as well as basicRocketry for the 1.25m parts and the small SRBs. The mod is amazing otherwise and I really love it. Another thing to note is that skids on symmetry are flipped from eachother, visible when you switch to the 45 degree variants. CRE has become pretty much the best mod for early career playthroughs otherwise and I am really waiting for the next complete update. Also, could we have a nose cone drone core at the start of the tech tree?
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