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Cooly568

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Everything posted by Cooly568

  1. Something I remember doing a while ago was something I called KSP X2, where I manually edited Ackzanders Vertical Tech Tree and DOUBLED all science node costs. It didn't make it too much of a grind during the time I played it but probably would lead to a much more interesting and longer game, simply because my current playthrough hit max science (full stock tech tree unlocked) before I ever left the Kerbin System.
  2. Also Wernher doing some foot, parkour, thing or something.
  3. This didn't work the way I thought it would. WUBALUBADUBDUB
  4. Tried running Ackzander's Vertical Tech Tree through this, didn't work. I'll see if either he refactors it, or someone makes a converter.
  5. A Reliant Robin. Oh lord, I've made some cars that drive like those in KSP with FOUR wheels. One of those actually would drive like a, a really bad handling car or something. It's been a long day, give me a break. As for the pony, people have rights to do whatever they want, as much as we might not care, I'm completely fine with people doing things in KSP others might refer to as crazy or weird. It'll make some brony happy or something. There's a reason people like me don't share what we make, because we think people will judge us, I like it when people actually break that boundary. And then you know, sometimes we don't share things because they don't work.
  6. I was thinking that this might work with ForceIVA's Kerbal first person feature. It did.
  7. I apologize if this has already been answered, but how are you supposed to get the tires to work? On the rover and or other vehicles, how do are the tires supposed to be attached? I've attached the tires in over sixteen alignments and whenever I spawn the ship on the launchpad or runway, the tires sink through the ground. I've tried installing it and reinstalling three times. Again, sorry if this has been answered already. Edit: The craft files work, still curious about how to build one.
  8. 64-bit is official, just the modders of our community haven't made their mods for 64x, so they're unstable. There should be rings if you installed Kittopia Space Planet Editor, if there aren't and you did that, I may have messed something up.
  9. Cost 400,000 dollars to crash that.
  10. I do hope that Google Fiber goes farther than just Austin, Provo, and Kansas City.
  11. About a year ago, The Destroyer made a thread called "Speedtest thread!" But it kind of stopped getting posted in about 10 months ago. So why not have a new one? The website we get our tests from is here. This is mine. Is Google Fiber cheating? I hope not.
  12. Interesting, I replaced the cloudlayers.cfg with EVE 7-3's cloudlayers.cfg in my BoulderCo and it did not work.
  13. This pack worked for you in 0.24 on x64-bit?
  14. I apologize for asking so much about Science and funds etc, but how often does the science funds etc/tech tree update? I messed around for about 20 minutes by launching three flights and collecting some science/doing some contracts, and the other game didn't update in terms of science/funds/tech tree etc, even after a few purposeful/crash reloads. In fact, the second KSP's rep went what I think is below zero with no flights, which I didn't even know was possible. The inflight vessel syncing was excellent though, honestly it works, unlike KMP.
  15. This was discovered before x64-bit became Squad supported, for some reason PlanetFactory CE will make EVE not work, I do not have any bugs with Kittopia, StarSystems, or EVE either, I don't do plugins, so I don't know how to fix the problems myself, or even find the problem. Someone will need to recompile/fix the mods for 64-bit. It should run at max quality in 64-bit, but you wouldn't get clouds. Also, half-res is just a recommendation, because I couldn't get mine running any higher, even after playing around with ActiveTextureManagement.
  16. From my little experimentation, funds, rep, and science didn't transfer between games, like if a person launched a pod and took up 600 funds, the other person would still have 10000 funds in their game, even after reloading the entire game. Same thing with the tech tree, say one player researched the first node, the seconds player wouldn't have the node unlocked even after a reload.
  17. It's a glitch that exists even without my pack, and it's an error between PlanetFactory CE and EVE in 64-bit, and the creator of those mods will have to fix it, or someone will have to supply one.
  18. I've been lurking on around this thread for a few months now, and I want to ask a few questions. How capable is this mod? I don't think I want to look through 486 posts in this thread, so I'll ask a question. Specifically in a few questions. 1. How does this mod work with Science/Career mode? I did some minor testing, and funds, rep, and science counts didn't synchronize between games. 2. How does this mod work with data that other mods transfer? Like, say one player attached something in KAS, how would the server and the other player handle that? Well okay, the minor testing asked most of my questions.
  19. Most likely, just as long as you don't overwrite the Super Eve cloudlayer file.
  20. Looking back at the download, I kept EVE's stock config file in it, redownload EVE and take the cloudlayers.cfg from the download and put it under BoulderCo\Clouds.
  21. Not all of the moons got clouds, and some got "clouds", there's a better terminator on some of the moons, but some of them are too small to have a cloud layer applied to them. It's a limitation within EVE.
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