Jump to content

N3N

Members
  • Posts

    505
  • Joined

Everything posted by N3N

  1. Hey, OK, thank you for answering this! So it seems, we need patches, for this beautiful great mod to make it work with Kerbalism. ___________________________ FYI @Sir Mortimer
  2. Hey @wallum61, Thank you very much! Do I have to change than something, if I play with "normal" Kerbalism (+JNSQ +RR)? (I mean something else as the values in "WallumConfig.cfg")
  3. Hey @wallum61, Thank you! Do I have to change something, if I play with "normal" Kerbalism (+JNSQ +RR)? (I mean something else as the values in "WallumConfig.cfg")
  4. Hey @Clamp-o-Tron, OK, thank you. Where can I find documentations or tutorials for making MM (+B9PS) patches? Or what can you recommend to learn it?
  5. Hello, sorry for a maybe stupid question, but does this mean, that the Nertea mods that are depending on this mod, will work with this mod disabled, if Kerbalism is installed or are then all the Nertea mods disabled? Sorry, if I annoy someone with this question, it's just, that I love Nertea mods and I like the functions of Kerbalism. Maybe someone did try this out or someone tested this. @Sir Mortimer?
  6. Hey @leonardfactory, Thank you for the information and the links. But does that mean, that all mods (in this topic) shouldn't be installed with Kerbalism or can some be "patched" or used with it? ___________________________ Or @Sir Mortimer ?
  7. Hey @zengei, Did you maybe had time to look at it?
  8. Hey @Gordon Dry and others, Did someone test this patch? EDIT: It seems to work. But can somebody please explain to me how to add a patch to make it a heat shield? Or maybe an "emergency" or "High altitude break" heat shield?
  9. Hey @OrbitalManeuvers, Maybe that can help you: See the postings after this. _______ EDIT: @G'th was faster...
  10. Hey @G'th, Does it mean, I should set "usesCloudIntegration = True" to all planets in the "\Kerbal Space Program\GameData\JNSQ\JNSQ_Configs\Scatterer\planetsList.cfg" ?
  11. Hey @G'th, Do you mean this "usesCloudIntegration = False" from this section: Item { celestialBodyName = Jool transformName = Jool loadDistance = 500000000 unloadDistance = 1E+09 hasOcean = False flatScaledSpaceModel = True usesCloudIntegration = False mainSunCelestialBody = Sun sunColor = 1.0,1.0,1.0 eclipseCasters { Item = Laythe Item = Vall Item = Tylo Item = Bop Item = Pol } } of this file: "\Kerbal Space Program\GameData\JNSQ\JNSQ_Configs\Scatterer\planetsList.cfg" ? And if so, what else should be changed and into what?
  12. For your Info: @OhioBob Do you know something about this?
  13. Hey @caipi, Thank you, for answering this! And yes, Thanks to @G'th and many other modders, too!
  14. Hey @G'th, on the JNSQ Topic many said that it does have problems: The last 2 answers of it, for example: Maybe @caipi and @OhioBob can write more about it?
  15. Hello, maybe this helps you to adapt faster for the newest Scatterer version:
  16. Hey, that's great! So theoretically this will help to adjust "normal" JNSQ for the newest Scatterer, too? @Galileo@OhioBob@JadeOfMaar
  17. Hey @G'th, Does this mean, that with this beautiful visual mod, we can update Scatterer to the newest version when playing JNSQ?
  18. Hey @ameerkat and @Sofie Kerman, Did somebody already have some Kerbalism configs for this interesting mod?
  19. Hey @Clamp-o-Tron and @chris-kerbal, are this patches for this beautiful great mod still correct or do I need to change something else, too?
  20. Hey @Dimimon, Did you find out if FFT works with Kerbalism (+JNSQ+RR)?
  21. Hey @kennyc222 and @J_KING30, Did you need patches to make it work with Kerbalism (+RR+JNSQ)? Because I found some here, but don't know if they are correct for it. Maybe @wallum61 can help with this? Or maybe @MacLuky?
  22. Hey, does someone know if this beautiful great mod works with Kerbalism (+RR+JNSQ) ?
  23. Hey, for your Info, maybe someone (@Sir Mortimer? @Gordon Dry?) can help? Or knows where to find the information needed?
×
×
  • Create New...