Box of Stardust

Members
  • Content count

    128
  • Joined

  • Last visited

Community Reputation

21 Excellent

About Box of Stardust

  • Rank
    KSC Window Washer
  1. [1.3.0] Kerbalism v1.2.9

    Um, derp. Do I feel stupid now. So: I've made a fantastic 'discovery'... probably because of the first time it was asked, ShotgunNinja already took care of it. Went and actually inspected what the profiles did and... // ============================================================================ // An empty profile // This make Kerbalism degenerate into a background resource simulator with a // simple EC consumption planner/monitor. Optional low-ec warning included. // ============================================================================ Profile { name = none Supply { resource = ElectricCharge low_threshold = 0.15 low_message = $VESSEL batteries are almost empty@<i>We are squeezing the last bit of juice</i> } } Was literally that. Guess I did remember some things from the original discussions way back when... Unless something's changed within the last few patches that I'm not aware of, I guess that answers my question. I wonder if there's any way to link other mods into Kerbalism's status UI through the configs?
  2. [1.3.0] Kerbalism v1.2.9

    Gah. Figured; I still sorta remember when it was first asked and that was pretty much the answer. Bit of a shame too; it'd be awesome if somehow Kerbalism's 'supporting' features could be separated from its 'gameplay' features. It has such a great package of 'universal operations support' features with its really solid background resource processing and the handy Kerbalism status window(s).
  3. [1.3.0] Kerbalism v1.2.9

    Hey guys, I see you're all busy, but I got a quick question that I don't remember if anything came out of the first time it was asked. Can Kerbalism be configured to only use its background processing and nothing else from the mod? (Well, maybe that and its incredibly useful ship status UI.) The 'Background Processing' standalone mod... uh, doesn't seem to work as intended right now, but I know Kerbalism's does (I'd just uninstalled it due to wanting a less suicidal life support mod lol). I remember the answer being 'no', but that was a long time ago. And I don't think it's as simple as setting the config in the settings to 'none'.
  4. As far as I have read in the documentation, orbital decay is a planned feature. However, naturally occurring orbital perturbations due to other gravitational bodies will happen.
  5. Hi everyone, Awesome mod here; I'd forgotten about it for a long time until recently hearing about it again. I know it's a bit of a general question, but what kind of mod compatibility am I looking at with this? The mod seems to overhaul mainly the physics portions, so could I assume that it probably won't 'destructively' interfere with that many other mods? Is there anything I should look out for in what kinds of other mods I have installed aside it? I can forsee a lot of mods involving flight plans and automation potentially having some problems, but what else? Also, what kind of extra strain does this put on the computer's hardware? I'm already running a mod-heavy game, so I can't be sure if adding this in will still leave me with a running KSP (or a running computer).
  6. [1.2.2 & 1.3] Kerbin-Side continued 1.4 [05.06.2017]

    Also, it only happens when the office building is actually selected. When deselected, I think it works properly.
  7. [1.2.2 & 1.3] Kerbin-Side continued 1.4 [05.06.2017]

    Got a question on how the offices are supposed to function in KSC's campus. So 'hiring kerbals' and assigning them to the offices is supposed to generate funds. It states '[x] per 12 hours' or something, maximum of 24000. Two assigned kerbals is 0.2 per 12 hours according to what it says. However, it then goes and generates that 24000 funds within one minute... which is really imbalanced. I mean, I'm happy how it got me out of bankruptcy extremely quickly, but still. Isn't fair. Is this fund generation rate an issue with the mod/something in its configs, or is it not playing nice with something else in my tons of other mods? (Like Kerbal Construction Time maybe.) This happens in both KSP 1.2.2 and 1.3.
  8. [1.3] KerBalloons v0.4.2 - Balloons for KSP!

    EDIT: I was being dumb. Somehow didn't grab the GameData files, but the actual source. Or CKAN did. Manual download from Curse should work as it has the actual GameData files...
  9. What's the latest version of Kerbol Origins for 1.2.2? Is it the one on Curse, or is there one in this thread that I might've missed?
  10. Restrictions on weapons. Parts mods is BDA only unless otherwise noted. Also, I've finally got my computer fully up again, so ASC-IV is good to go on my end finally, woo.
  11. So, I was pretty stoked when I saw this on CKAN. But... it's giving me an error when trying to install- 'Cannot install UniversalStorage, module not available'. Any idea why?
  12. Game loading stuck

    I tried Ven's Revamp before- wasn't ir. BUT, it turns out it was Texture Replacer. Don't know why, but hey, works now.
  13. Game loading stuck

    Post updated with mod list. Uh, have fun I guess.
  14. Game loading stuck

    I'm not quite sure which mod is causing it (I have a lot), but a look through the log file makes me think this is the culprit: [LOG 19:59:43.489] PartLoader: Compiling Part 'Squad/Parts/FuelTank/fuelTankJumbo-64/fuelTankJumbo-64/fuelTank3-2' [ERR 19:59:43.491] PartCompiler: Cannot replace texture as cannot find texture 'TPtank2m-Specular' to replace The loading stops right there. I've tried removing FuelTanksPlus, which I thought may have been causing it, but it didn't work. EDIT; Mod list:
  15. I love KAX, but the parts list is much more oriented towards modern-era props. I mean, the main thing that sold me on KAX was that beautiful P-3 Orion in the pictures album. I dare someone go for a triplane, btw.