Jump to content

eckithebull

Members
  • Posts

    5
  • Joined

  • Last visited

Reputation

1 Neutral

Contact Methods

Profile Information

  • Location
    Germany, Baden-Württemberg
  1. "Kerbal Planetary Base Systems - Requires HabTech Props" Dumb Question, but which part of it? Is it enough to copy the folder \GameData\HabTechProps to \Kerbal Space Program\GameData\ ? My path looks like this: E:\Kerbal Space Program\GameData\HabTechProps. I copied ONLY the HabTechProps-Folder. Do you also need Habtech itself? Or do i need another version? I use HabTech2_v1.0.0. I know, the error is before the Screen, but i tried different combinations of the folders and KPBS are the only parts i didn't get to work. I can BE in the parts and leave the seats but the transfer to another part, e.g. the Greenhouse or a habitat doesn't work with gravity activated, i always fall through the floor.
  2. You Sir could be my personal hero if you manage to update this Mod for Kopernicus 1.8.1. In the moment, TBG doesn't work properly and stops loading the first planet with an atmosphere. It seems, the rest would be fine, because galaxy is created, planets WITHOUT atmosphere are created, only WITH atmosphere is bugged somehow.
  3. First: Please Forgive any Failures in Grammatic or Speech, English is not my natural Language. I LOVED this Mod, i made myself a lot of Work to use it furtheron. For the 1.05 Version of KSP, I used Node Manager to fix the Node Connecting Issues and the Direction of the Connectors. I made LARGE Constructions and managed to "Weld" Parts with the Welding Mod. I managed to simplify the Parts and made them Scaleable with Tweak-Scale, so the Game hadn't to load Three different Parts, when One is enough. Why did i mention that? Because when I had done all the Above and sat on the Mun, planning my Base, it became a Philosphy Problem! 1. The Surfaces are looking Ugly, when Scaling Parts too big 2. There are (Sometime very tiny) Gaps between some Parts, when constructing 3. So you have a Base of, let's estimate, 50 welded Parts, a really large Construction. But what now ?! For me, Number 3 was the biggest Problem! The Kerbals can't (without cheating) remove the Helmet, so they walk (In my Case) through Corridors, up Ramps, through Airlocks, and that's all. Yes, all! You could also walk through the KSC with more sugar for the Eyes, because of the better Textures! To REALLY Revive this Mod (and also Bavaria here, which fits very nice with Hollow Structures: or this, which gives more parts for Kerbals to use: Following Things would be necessary, in MY Opinion in this Order: 1. Someone has to create "Useful" Equipment, for example Seats, which count for a Base/Station/Science and so on for the Career System, or Equipment which gives Bonus for Mining/Steering/whatever, you know what I mean. In the Moment, the Equipment is only a toy. Don't misunderstand me, I appreciate the Work and the Knowledge of the Creators and love their Mods, but a bit more "usefulness" for the advanced Players would be nice. To compare, think at Lego. With 3 or 4 Years, Lego Junior was Fine, but with 6,7,8 Years, Lego Technic becomes more interesting and you want to do more with the Parts. 2. A Texture Beautification 3. Rework of the Parts, for Example the Airlock. When Scaling to very Large Proportions, the difference between the inner Surface of the Airlock and the Mun's Surface (for Example) becomes too big. Yes, you can use others Parts, for example the Stock Plate, to compensate, but it looks ugly. Also, the Switch for the Airlock Cycle looks and seems "Too high" at the Wall. Yes, Yes, I know, these are all Minor Problems, but when I tried to work up the Mods, it seems in the sum too much work for me alone. Also, nobody wrote here for years, so i thought the Mod is Dead and gave up Hope, because some parts feel not finalized. If there's someone who is willing to revive these mods (and I think of ALL of the above!!!), I can offer my help with scaling and scripting and I would also diving in Module-Scripting, because in RL my work is similar and I think we can manage this. So message me, if you're interested, even if you only want ONE of the above to be Improved! I can offer a private Teampeak Server, experience in playing Games, Unix, Linux and 45 Years of Life Experience and Leading Teams. I have very little experience with Graphic Programs like Blender (for example) and my Time is limited because of my Family. I work the whole week but i would spare Time for a project like this. I'm also playing other Games where Building and Creating are a Big Part.
  4. Before this leads to bad language and heavy discussion: I understand the opinion, that the OTHERS have to change Code! If someone finds a failure, even when all others think "What Failure? Everything is running fine!", then it is, in MY Opinion his Duty to tell from this, against all Screaming from others! Maybe a difference, wich makes no difference IS no difference, but who knows? Maybe someone can make another good Mod because of the discovery of the failure, running better as before other maybe at all. Who knows? Let's not discuss the "Guilty"-Question, let's think about, how the Mod-Authors could be politetly convinced to change Code. (PS: If someone find's Failures in Grammar or Speech: English is not my Natural Language, so you can keep them)
  5. OK, most of my Mods are broken because of Contract Configurator + Toolbar together. Had to uninstall CC to have (at least great, but not most) fun again with this Game. Is there a way to do the mentioned "Fix" by myself? OK, don't now, if it helps, but these are MY Mods, messing up (Buttons) when CC is installed: Action Groups Extended, Infernal Robotics, Extraplanetary Launchpads, Hangar, USI. I'm sure, there are more, which I didn't see or forgot.
×
×
  • Create New...