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SpudNutimus

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Everything posted by SpudNutimus

  1. Just a quick heads up, the Supplementary Electric Engines patch I wrote is now outdated since more parts have been added to the mod. I might get around to updating it at some point but for now you might want to remove it from the list of supported mods on the forum page.
  2. If I were to write the long-desired Restock+ and Near Future Exploration configs for PBC myself could they be added into the mod, or is it completely derelict at this point?
  3. Stock KSP's engine is, for some stupid reason, hardcoded so that planets cannot have axial tilt different from the ecliptic, even in alternate solar systems with Kopernicus. You can fix this by using Principia, which throws out the entire engine in favor of a more realistic one, but Principia also adds n-body physics and several other mechanics which can have a pretty steep learning curve for inexperienced players. Planet mods also sometimes have to have built-in compatibility to work with Principia, but luckily KSRSS Reborn comes with this.
  4. Alright, here's the config. It includes TETRIX support for: - Ablative-Airbrake - Bumblebee - CryoEngines Extensions - Heat Control - Kerbal Reusability Expansion - Missing Robotics - Near Future Aeronautics - Supplementary Electric Engines
  5. Hello, so I'm building a new KSRSS+TETRIX install right now but some of the parts mods I want to use aren't supported. I'm about to try and put together some extra custom configs to place them on the tech tree for my own personal use and I was wondering if you (or anyone else) might want them for TETRIX proper once I'm done so you don't ever have to go through the trouble of supporting those mods yourself. The mods I'm looking to add support configs for are: Ablative-Airbrake, Bumblebee, CryoEngines Extensions, Heat Control, Kerbal Reusability Expansion, Missing Robotics, Near Future Aeronautics, and Supplementary Electric Engines.
  6. Parts which are missing "Module Cargo Part" can't be packed or manipulated in EVA construction mode. This is indeed not the end of the world, but it bugged me slightly so I cobbled together a config to fix it. As for CKAN, yeah you're right that might be useful, I'll think about that.
  7. Extremely small, non-critical issue which I've also filed on the GitHub page: When using RationalResourcesSquad together with CRP, Restock, and Restock+ the Twin-Boar and Pug engines gain the option to run on hydrolox, methalox, and carbon monoxide/lox in addition to the stock kerolox variant. However, with Waterfall and Waterfall Restock installed these variants all still use Waterfall's default kerolox engine plume textures. This is understandable for the carbon monoxide/lox variant since Waterfall doesn't come with a plume texture for that, but it does come with plume textures for hydrolox and kerolox engines.
  8. Heads up, I cobbled together a quick ModuleManager config that allows the parts in this mod to work with KSP 1.11+'s EVA construction system. You can find it on GitHub HERE or inside the following spoiler. Requires Missing Robotics and ModuleManager, obviously.
  9. No, it does not. There used to be a compatibility bridge pack between AVP and JNSQ, but it's been abandoned and deprecated unfortunately.
  10. Heads up, I cobbled together a patch to Near Future Electrical's Decaying RTGs extra which adds compatibility with the Bumblebee mod's RTG part to it, in case anyone happens to want to use that extra with that mod. You can find the .cfg file on GitHub HERE or paste the following code in yourself:
  11. Heads up, I cobbled together a patch to Near Future Electrical's Decaying RTGs extra which adds compatibility with Bumblebee's RTG part to it, in case anyone happens to want to use that extra with this mod. You can find the .cfg file on GitHub HERE or paste the following code in yourself:
  12. Me patiently waiting for the SpaceDock update so I can finally use this amazing mod on my CKAN install with Restock:
  13. Anyone know where I could find a support config for Benjee10's Planetside Exploration Technologies? Almost everything works out-of-the-box, but the greenhouse part and inflatable attic part in it don't work at all, and those are two of the best parts in the mod. I would write a small config for those myself but I have absolutely no idea how to code. Edit: To anyone looking for it, I finally found one HERE.
  14. Decided to test it on a separate install out of curiosity. It does work, and actually looks quite pretty to boot!
  15. Is it safe to re-enable the Mun main menu scene in the Kopernicus menu with JNSQ installed, since there is in fact still a Mun, or will it break? No big deal either way, I just like the Mun scene and if it works then I'll turn it back on, but I don't want to break my install.
  16. Heads up, Kopernicus is showing the "in beta" message on 1.12.5. It works fine but that's cropped up again.
  17. Just want to report that JNSQ works perfectly fine on 1.12.5, including the uh... "new feature" it adds.
  18. So just to confirm, is it a new anomaly, or has an existing arch been retextured? I'm getting conflicting answers about this in different places.
  19. I assume the Welcome Harbor Water isn't meant to look like this?
  20. I'm really, really sorry to once again revive an old thread... but if someone (me) were hypothetically to write an update for this mod to add rescaled versions of the cargo bays for 2.5m and 3.75m profiles in addition to the 0.625m and 1.25m ones, could the GitHub be updated one final time with it? It'd be a simple config to add even for me, all that would have to be done by you is accept the GitHub push request. It's totally understandable if you're busy with other things or just don't want to though, I understand. Edit: This was stupid, I apologize.
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