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Autolyzed Yeast Extract

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Everything posted by Autolyzed Yeast Extract

  1. I wish that they said something about DRM in the developer video, so I didn't have to go on not knowing whether or not the game will contain it until launch
  2. PIN PLEASE VERY IMPORTANT quote me if theres any info from take 2/star theory mod please pin this thread or one like it
  3. What DRM will be in KSP 2 (other than the digital stores it is being launched on themselves)? Please quote me with information. This is MUCH more important to me than DLC or microtransactions but obviously if microtransactions are in the game then it's going to be chock full of always online DRM. Considering that this game is supposed to be even more moddable than KSP (a bold statement) I highly doubt the existence of microtransactions or DRM but it is very important for me and several others to know for sure. Also why did the Master Post just get locked?
  4. Using KittopiaTech What do I paste into the "texture" box in kittopia tech? Gamedata\...\texturename does not work, and the arrow is grayed out. Picture I am trying to give Kerbin a ring. I assume that however I link to a texture here is the same everywhere else for kittopiatech.
  5. All of the centrifuges are missing from the function categories in the VAB. When sorted in other ways they show up again. There must be missing categories but I'm using community category kit. Parts from Kerbalism seem to be affected as well. Could Kerbalism be causing this? All of the parts that don't show up in the function categories can't be found by searching for them either.
  6. You could at least link to them... make a "Dependencies" section and link to the mods that the mod requires... like every other mod on the forums... Well, apparently every mod that depends on community resource pack makes no mention of it being a dependency. Downloading it fixed several issues I have been having with multiple mods, yet none of them so much as hinted at it. But just because everyone else does it doesn't make it fair.
  7. I think it would be fair to mention that Community Resource Pack is required for this mod to not have fatal errors and link to its download.
  8. Is community resource pack required? I didn't notice any dependency on the op and it wasn't bundled.
  9. Can confirm the curseforge link still leads to a dead end. The other one is fine.
  10. Can you make the ISRU changes optional to work with mods like Rational Resources
  11. The thread that has been linked in reference to updates for this mod is no longer available. The footprints are listed as compatible with JNSQ but I can't find a recent version? Direct link to the github: https://github.com/StollD/KopernicusExpansion-Continued/releases Unfortunately I cannot find any documentation on how to use the mod as a planet builder, which is a shame because I would love to play with this.
  12. Should I use the config that optimizes Eve Engines for 10 atm or not (is eve's atmospheric pressure 10 atm in this mod) On another note, does anyone know if Restock/Restock+ works okay in this mod?
  13. The problem with KSP is that struts are literally the only part that you can use to create more connections between parts besides the part nodes. It's not possible to prop up a bunch of H beams between wobbly stages and such like in real life (they'd just clip through whichever part of the ship they weren't surfattached to), and struts only help in specific situations on specific parts of your vessel. I would have imagined that kerbal joint reinforcement just changes some numbers that define how wobbly joints can be if it is indeed intended for them to become extremely wobbly if a small part is used to attach two big parts. When you are building with centrifuges, you pretty much don't have a choice but to do just that unless you want to have to place every centrifuge on your station via docking from an individual launch for every single centrifuge, because it would be too wobbly to go anywhere if it was not the one single part in your payload.
  14. Since using this mod in 1.7, the kerbals seats are oriented wrong in the bagel inflatable centrifuge module. I am testing further to see if other centrifuges have the same problem as well as other types of parts. After some testing: As far as I know, all seats in the 3.75 centrifuges are fine. Some seats in the 2.5 centrifuge look a little strange but the seats are oriented properly and the kerbals are actually sitting in them. As for the 1.25m centrifuges, both of them are completely borked. I tested the larger 1.25m inflatable hab which seems to be working fine as well, it's just the 1.25m centrifuges. Often the IVAs for kerbals are black because they're clipped into the walls, heads clip out, they're basically just all over the place, but it's only for the 1.25m centrifuges. I'm sad because these are the ones I use the most, specifically the bagel.
  15. Someone needs to take over this mod for real; I say Squad hire somebody specifically to ensure this mod works in every version. The above instructions do not work anymore in 1.7 even with KSPe installed. Playing without KJR is practically impossible for many of us; even space stations of merely 30 parts have a tendency to wobble to death when I'm not in timewarp. Docking ports are much more problematic than any other joint. I don't get why the weak, wobbly connections are still around considering we're almost to KSP 2.0...
  16. I don't mean making textures, that's just a matter of making various different colors of hodge podges depending on what color you want your clouds. Thank you though, I will check it out later. As in, this weekend.
  17. Thanks I also want to ask you if you can help me make EVE/scatterer configs for custom planets of my own. Your planets are so pretty and you look very experienced having made three amazing mods like this. I have wanted to create gas giants and my own solar systems for a good while now and I posted a thread about it about an hour ago (I don't want to make anyone upset by linking to it here). There are no tutorials for playing with EVE or scatterer as a modder anywhere, and visual mods seem to be the only type of mod that is so secretive in this community. I've asked in their threads plenty of times and got nowhere. I'm a pest. I know. Sorry.
  18. I have been searching how to do this for about a year now. If anyone has made Environmental Visual Enhancements configurations for planets they created in the past and is willing to walk others through the process, please comment. Even if it was just the stock planets. There's tutorials for virtually everything except for using this mod to create things with it yourself. Please don't tell me to ask in the EVE thread. I've tried many times, nobody there wants to talk to me.
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