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Autolyzed Yeast Extract

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Everything posted by Autolyzed Yeast Extract

  1. We were too busy trying to see if we could, that we didn't stop to think if we should.
  2. @Bill2462 Please keep on this mod, it's exactly what I have been wanting that Planetary Diversity and other RNG solar system mods could never provide; planets that are actually different from stock. I am really looking forward to seeing atmosphere, ocean, and gas giant generation soon (not necessarily rings, those are overrated) as well as unique terrain prefabs like a "Potatus" planet! At least, I hope that's possible... Maybe we can get a CKAN release once some of those features come?
  3. Except I did install KKtoSD. I guess it wasn't mounted or isn't working for some reason? By Rescale do you mean upscaling the planet size? I didn't intend to do this, I just installed GPP as normal and did not notice that.
  4. If you are currently maintaining the CKAN upload for this mod, please update the version to 1.3.99 or something since it is 1.3.X here. Also, stupid question, why does this require Kopernicus? Does doing anything at all to planets besides texturing require Kopernicus?
  5. I am interested in this mod but don't know which part packs to get. I know procedural fairings and fuel tanks but I do not see procedural engines, which is something I would like to see because from what I can tell almost all of the realistic engines are Soviet this or NASA that, or just based off of some other engine that was developed in real life and I would much rather have a few simple, unique, configurable engines. Also if anyone knows, is Kerbal Konstructs (and subsequently, KSC++) compatible with this mod and/or RSS?
  6. Is there any way to improve performance with this? I have a computer that can run basically any KSP mod and have a solid 40 FPS (albeit run out of memory) with the exception of scatterer which bogs me to 10-20, and it's really bumming me out.
  7. @Galileo I don't know if you are the one who maintains this mod's CKAN upload, but for some reason during the download CKAN fails to acquire GPP Textures because the server denies it access. This mod is really complicated for me to install manually, so I hope this is fixed On another note, I did get the mod running (without scatterer because of how much of a damn FPS hog it is) and I have noticed this absolutely awful problem with the location of the KSC. It's night, but you should still be able to see the serious clipping on the administration, lower half of the runway and a bunch of the KSC++ objects which are supposed to be compatible with this mod. It's really a major eyesore and actually will probably cause serious problems launching anything from the SPH.
  8. If you looked up, support for this pack and even contract configurator itself is dying.
  9. So does the version of this pack not matter as long as contract config itself is updated to 1.3.1, or is this pack broken
  10. Your link to an example folder of a sample texture mod outside of TRR is broken. I really need you to fix it so I can figure out how I am supposed to make a folder outside of TRR that has the textures I want to use, that it can read. I did not understand the readme at all.
  11. I had scatterer and Stock Visual Enhancements installed with this but it was lagging my game too much. I uninstalled them both and installed this, and it seems to be working except for one significant issue. The entire Negative X section of the skybox, which is in the direction of the sun at game start, is just a grey square. I checked the file and it seems to not have been corrupted as I can open it fine in paint.net. I know this is the specific section because I'm using a custom skybox that is essentially a more detailed version of the stock one, and the galactic core, which is in this section, is not present in the other skybox directions. Does anyone understand this problem? I need help on fixing. Upon deleting and reinstalling this mod I discovered that it is not what actually is causing the problem. However the removal of SVE and scatterer and installation of this mod is when this started.
  12. Is there a way to remove the part lifetimes that guarantee no failure for a specific amount of time, thus guaranteeing the chance of any part on a craft failing? Also, do said lifetimes count for both focused and unfocused time passing, or only the time when you are zoomed in on the craft?
  13. A funny problem- Using this mod disabled EVE for me. Kerbin had no clouds. Looked around, neither did Eve (planet). Didn't look at the outer planets though. Your link to EVE? 404ed. So I'm guessing this mod requires a specific version. That version, of course, is unknown to me, and the link is broken. So I will have to not use this mod, which is a massive shame as I hate planets with crappy/no clouds. However I have yet to actually get to any planet outside the Kerbin system. Hopefully this can be fixed before then.
  14. It is confirmed that this mod does NOT work with EVE. Nevermind. I think the OPM visual enhancement mod caused it.
  15. Thanks everyone for completely ignoring my issue. I figured it out anyway, but the author of this mod seriously needs to put what version of KSP each release of their mod is designed for.
  16. I have no idea how to use this mod. Sigma is in the gamedata folder, I have no idea what to do to make any of the planets actually become a binary system. You are saying that I have to put a Sigmabinary {} node to the Secondary Body of the system. I have absolutely no clue what this means. I do not know how to code at all. Show me an example of one of the planetary systems, i.e. Duna and Ike, and tell me where in the code of what file. Biggest problem: I have no idea where this code is located in the first place so I cannot make any modifications to it even if I knew what I was doing. Where are the planet files that I need to be messing with? Kopernicus? I went there and the structure of the planet code was much different, such as there were no } or @ signs anywhere. This would be much more helpful if you showed the location of the planet code that we need to be messing with. That is my biggest issue. However, if the problem is that you instead have to place the .cfg file that you included at the github, I do not know where to place this file. Gamedata? Somewhere in Kopernicus? The KSP directory? There is not enough information on this mod given for someone who doesn't know how to code. I'm not making planets (though I'd love to know how without having to take a full coding lesson), I'm just trying to install a mod that adds them with binary systems. (OPM)
  17. I am running version 1.1.2 of KSP, as there are many new bugs with 1.1.3. I have tried both the 1.1.3-1 and 1.1.2 github releases of Kopernicus Both result in an error saying that Kopernicus is not compatible with 1.1.2 version of KSP, and it is automatically disabled/not used I have a heavy mod list but I don't think that it is at fault for this strange thing If I am doing something wrong please tell me. Otherwise Kopernicus is evidently not compatible PS. all mods installed manually. and of course I have modulemanager
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