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Soylent_keen

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About Soylent_keen

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  1. Thanks so much for pointing this out. Have CTT and OPT which have their own techTree files and have been dealing with empty nodes, and broken connections. The pre-release sorted everything out!!
  2. Apologies, yes I guess I was posting as I would like to have them (or similar) considered to be included in ksp2, rather than relying on mods.
  3. Sorry for the double post as I added this to another thread already, but wanted to tease this content out into its own thread so it might get more attention. Of course this is my own personal opinion. I have been playing KSP since beta and touch back into the game at least once a year to run a new space program and over the years I have my list of (more or less) essential mods I use whenever I can when playing KSP. A combination of several types of mods but collectively they greatly improve my overall experience with the game. While yes, all these are mods, having to rely on mods for w
  4. I wanted to throw my 2 cents into this thread as well. I have been playing KSP since beta and touch back into the game at least once a year to run a new space program and over the years I have my list of (more or less) essential mods I use whenever I can when playing KSP. A combination of several types of mods but collectively they greatly improve my overall experience with the game. While yes, all these are mods, having to rely on mods for what I would consider base game play is unreliable. Many of these mods listed below play into each other and really expand on the science elements (mor
  5. Ugh, I just got this tonight myself when I added interstellar to my ksp 1.4.2. super appreciate your effort in looking into this. I've always had the plan to add interstellar to my build once this career playthrough reached a mature point of progression but when I stumbled upon this workshop build last month I wondered how I ever lived without it. Love this mod btw, great work!
  6. Actually, since I posted that this morning I already sussed that out and is exactly what I did. Once I got the hang of it it wasn't too bad to update the welded parts. I basically would save the weld off as a sub-assembly and then compare its config file to the welded one and I could see what was missing where and ported it over. I added what I needed though I didn't consider needing to mark anything as hidden.. I haven't noticed it being an issue for me, but I'm using the stock trims. One thing that's still odd that I can't suss out is if I try and weld more than one station part tog
  7. @Nertea Fantastic work on this, I really love using this part pack. Gives my stations new life. One questions, and as I'm learning about how mods work and interact with each other I'm guessing the answer will be no or a lot of work on my end but I figure I would ask anyways. In an effort to improve my overall performance I really need to be bringing down my part counts and just stumbled across Weld a few days ago and its helped me out significantly with respect to frame rates. I don't know if there is much more I can do from a hardware perspective (4xSSD in RAID-10 array, 32 GB ram, NV
  8. Thanks a lot for the tip Jade. That whole popping issue was really putting a cramp in my plan to build and deploy and OPT spaceplane from a ground construction facility in minmus!
  9. I can confirm that the world stabilizer solved this problem for me in ksp 1.4.2. After a lot of testing I've been able to identify 2 offending parts, the deployment bay and the large online docking port (same model as the deployment bay). One interesting note, world stabilizer seems to only work with free standing ships. Those attached to the ground with the launch stability enhancer will still pop into the air (1km) then it seems that the stability enhancers get grounded there before world stabilizer kicks in. If you decouple from there the enhancers stay anchored in the air.
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