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TheUnamusedFox

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Everything posted by TheUnamusedFox

  1. Well, should work fine in 1.1, as nothing changed in Kopernicus to break it. A least, I've used it with absolutely no issue, aside from the lack of your amazingly beautiful pack I've instead switched over to Alternis Kerbol and edited scatterer and EVE files to fill my gorgeous scenery craving. Will you be using cubemaps for your clouds? Those poor, poor Mac users need 4k+ textures too
  2. I'm having a pretty serious issue - my microwave relay satellites are not charging when not focused. In testing, I even added a 10 ec/s rtg module to a part that all the sats had, and it did nothing to help, even though they charge back to full in just a minute after being focused. Both logs - https://www.dropbox.com/sh/807exb8af9cxftb/AAB3UuZQse1R9KJTPf27pvNda?dl=0
  3. Alternis Kerbol, I replaced the SVE rings with OPM's Sarnus and Urlum rings, and edited Scatterer's Laythe config to work on Jool correctly. https://www.reddit.com/r/KerbalSpaceProgram/comments/4gf9f6/i_thought_i_was_bored_of_vanilla_years_ago_but/ Configs are in that post, if anyone wants to try it out ^.^
  4. I don't use the Kolonization mods - just having them installed gives me a 20fps drop in the editors, so I know very little about them
  5. Oh, I know they're not realistic, but I edited them this way little by little to have a more impressive view. Especially the angle - around the equator, you don't get much a view.
  6. Here's a patch to support Pathfinder https://www.dropbox.com/s/d510f5hjbf66u3b/FoxPathfinderPatch%20-%20Delete%20when%20Kerbalism%20Support%20is%20added%21.7z?dl=0 And heres the patch I made for KPBS https://www.dropbox.com/s/ean0yz1w17snuu4/KerbalismFoxPatches1.2.7z?dl=0
  7. https://www.dropbox.com/s/d510f5hjbf66u3b/FoxPathfinderPatch%20-%20Delete%20when%20Kerbalism%20Support%20is%20added%21.7z?dl=0 Here you go! It -should- work, adds an entertainment center, adds Kerbalism's greenhouse module to the Prairie greenhouse, and increases its efficiency a bit, and of course adds food and oxygen storage. For oxygen production, just use the watney chemlab already in the mod.
  8. Oh, I found that out looking through the modules, but Kerbalism isn't based on a resource in liters - it's based on 1 to 1 oxygen and food. It's supposed to be much denser, but its resource definition isn't loaded, due to having the same names as CRP's. The author is going to rework to use CRP, but for now if I do it in liters it will be extremely imbalanced.
  9. Hmmm. I went ahead and did the Kerbalism patch, but I can't find a good balance. I'm centering it on the smallest buckboard, so whatever value I find that gives it a good amount of storage is what I'll stick with. Does 30 days of food and oxygen sound good?
  10. ... That's actually a good point, and the author of Kerbalism said he was going to completely change his system to fit with CRP, so I'll wait till he does that, instead.
  11. I'm going to try and make some patches to support Kerbalism, like I did for KPBS. Wish me luck!
  12. Your work really is stunning! Good luck on the updating front, that Tekto even without clouds looks absolutely awesome!
  13. Scaling down, you keep the same crew capacity - You can have a hitchhiker as a .625m part and still hold all the kerbals. But if you really want it unrestricted, https://www.dropbox.com/s/6b1kkiiq88jjr0v/FoxTantaresScalePatchUnrestricted.cfg?dl=0
  14. https://www.dropbox.com/s/5x98h4vqhy99b85/FoxTantaresScalePatch.cfg?dl=0 Here ya go, fixed the scaling and I gave the crewed pods a unique scaling type - you can only scale them up, not down.
  15. Yep, just gave it the free tweakscale type, I've found it to be the easiest one out of all of them to use - at least in my opinion. Oh, I see the tweakscale patch that comes with tweakscale, but for some reason it's not working in my install :/
  16. Made a little patch to give everything but manned capsules tweakscale functionality. https://www.dropbox.com/s/iog5zzsa7hol0pc/FoxTantaresScalePatch.cfg?dl=0 Enjoy -Dangit! Didn't realize the capsule were still scaleable, should have a fixed version up in a second...-edit
  17. https://www.dropbox.com/s/6zvhd9uf2zaf1xe/FoxElectricityPatch.cfg?dl=0 Here you are, just open it up and edit the multiplier. I defaulted it to 10, so you WILL need to change it to keep your game balanced. I'd recommend 1.5, I think, to have an easier time. Drop the patch anywhere.
  18. Hey, @Nils277 , any chance you could set mod conditional parts to category -1 , instead of outright not loading them if the mod is not installed? I understand it saves memory, but I don't believe there is a way to edit :NEED with a patch, which required my Kerbalism hotpatch...support...thing... to be copies of the planetary base parts, rather than editing them. At least, I believe that will hide them - Nathankell said it a couple of years ago, may not be true anymore. Heck, it wouldn't even need to load the mesh itself, just set that to a dummy value and have the patches edit that into the part. It's just neater for all patches to target the same parts, rather than create new ones like my patches did, and I hate things not being neat...
  19. Well, the way he has it is great - 1 food = one day for one kerbal, one oxygen = one day, one kerbal. His food weighs nearly 178 times that of CRP's, and his oxygen weighs 7092 that of CRP's - I don't see a way to integrate them without losing the simplicity of 1 supply, one day. I think his best bet would be to name oxygen BrAtmosphere, for the balance of oxygen and nitrogen and such, and food to RationPacks, so that players understand that it is both food and water. Actually, to heck with it, I'm going to do this in my game and see how it looks. I doubt very many people have played with the actual weight of the resources, as CRP's will be loaded first regardless.
  20. It won't make the mod stop working - but the resources won't weigh anything like they should. No fix I know of, the mod maker has to change the resource names.
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