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CookieBorg

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Everything posted by CookieBorg

  1. I just updated my game to 1.12, and I have a ship in polar Tellumo orbit that works perfectly at all time warp values except the maximum one, which instantly kills it. It's probably an incompatibility with one of the many many mods I have installed, because no-one else has reported the issue. Do you have any idea what sort of mods would do this? EDIT: Further tests make it seem like there's some sort of atmospheric drag going on, but the Pe is 79 km and the Ap is 124 km, and the info panel for Tellumo says it has an atmosphere height of 50 km. Was Tellumo's atmosphere adjusted so that it would have orbital decay above the atmosphere limit?
  2. Love this idea! Next time I want to switch planet packs, I'm using this. Is this really the first time anyone's tried to follow up to NovaSillisko's old story mode concept? I'm surprised I can't think of any other mod.
  3. What niche does this mod fill (if any) compared to far future technologies? Is there any reason to use any of the Kerbal Atomics parts once you have access to fusion or antimatter engines?
  4. Don't sell yourself short! I've never ventured into the "Tools and Applications" forum in search of mods before, but I'm thrilled that I did! This is one of those fantastic little mods that never fails to make you smile.
  5. Awesome! Thank you for adding easter eggs back into my egg-barren planet pack save. This is the excuse I needed - it didn't feel right to give my Kerbals UFO technology when no UFOs exist in their universe, but now I can go find one and then start making flying saucers.
  6. Solid advice, thanks! Nothing against your excellent work on this mod. My ships are already cruising around with far-future fusion drives, so abandoned alien jump gates are exactly what I need to rip off the entire plot of... (spoiler warning)
  7. Wait, couldn't I just delete the "Tet" part folder from the files?
  8. Is there any easy way to configure it so that only the jump gates spawn (no tetrahedrons)? I'd love to slowly discover a gate network but I'm not interested in accidentally filling out the tech tree along the way.
  9. Do you still have the configs? I'd love to be able to run this mod in my GPP save game and I don't mind scientific inaccuracies.
  10. @PART[TE2_19_SS_Crew_Pod]:NEEDS[CommunityTechTree] { @TechRequired = giganticRocketry } @PART[TE2_19_SH_Engine]:NEEDS[CommunityTechTree] { @TechRequired = giganticRocketry } @PART[TE2_19_SH_Interstage]:NEEDS[CommunityTechTree] { @TechRequired = giganticRocketry } @PART[TE2_19_SH_Tank]:NEEDS[CommunityTechTree] { @TechRequired = giganticRocketry } @PART[TE2_19_SS_AFT]:NEEDS[CommunityTechTree] { @TechRequired = giganticRocketry } @PART[TE2_19_SS_CARGO]:NEEDS[CommunityTechTree] { @TechRequired = giganticRocketry } @PART[TE2_19_SS_FF_L]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } @PART[TE2_19_SS_FF_R]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } @PART[TE2_19_SS_Fuel_Tank]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } @PART[TE2_19_SS_RF_L]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } @PART[TE2_19_SS_RF_R]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } @PART[TE2_21_SN8]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } @PART[TE2_19_BFS_SL_RAPTOR]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } @PART[TE2_19_SS_RPTR_VAC]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } I created a config adding the Gojira parts to the Community Tech Tree for my own personal use, and wanted to share in case anyone else needed it. Everything you need for the SN8 prototype is unlocked a node earlier than the proper Starship. I'm not super familiar with the KSP Forums' rules, so please let me know if there's anything else I need to do to be able to share this patch.
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