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Everything posted by Madman_Andre
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I agree! Good luck with everything too.
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- shuttle
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Well, I guess I'll be patient. Won't nag anyone anymore on the subject.
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Well, I've been getting back into KSP lately, and I'm a little sad there's no recent version of this mod. Any ETA on when we'll get a working version for 1.5/1/4/literally whatever? This was an old favorite that I sorely miss.
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[1.10.1] Deep Space Surface Habitat Unit Pack
Madman_Andre replied to bcink's topic in KSP1 Mod Releases
I'm definitely going to try this out. Looks amazing.- 80 replies
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Did you turn Duna into a CHRISTMAS ORNAMENT?!? BRB Downloading. So on a related note, is that actually a part of the planet, that thing on top? Like, can you land on the giant Christmas ornament mountain?
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- snowy kerbin
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Hey, me too. Larry Niven was a favorite of mine. Still is.
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It's a shame that this is visual only - although I suspect that something akin to a true ringworld is well and truly beyond what Kerbal Space Program and hell, the Unity Engine itself is capable of.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Madman_Andre replied to Galileo's topic in KSP1 Mod Releases
So, I'm not exactly sure if this is the right/best place to post this, but here goes. Anyways, recently I've installed and started to use the Urania System planet pack by Sido. I've been a fan of it for a long time, and I've always liked the look of the various moons. Anyways, the problem I am posting about here is that many of those moons/planets had their own unique textures and environmental effects(seen here in this presentation video of the mod), and I'm wondering if it is at all possible to translate those into SVE. Basically I'm asking for advice on how to do it if its possible, or if anyone else here uses the Urania System pack and this mod and have already fixed or tweaked it to work right. -
So I'm thinking about getting back into KSP and I wanted to see if this mod was compatible in 1.3. Shame it isn't quite there yet, as this was one of my favorite mods from way back when. At least it's good to know that it's being worked on still. Well, best of luck to the current Devs.
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
Madman_Andre replied to KillAshley's topic in KSP1 Mod Releases
I have absolutely no idea what configuration of files everyone else that uses SUS and Kopernicus seems to be using, but the latest of both(0.6.3 and 0.8 respectively) do not work - not for me at least. I actually did some experimenting earlier - I could not get Urania to load on a stock test game file (fresh download and literally only Kopernicus and SUS in the GameData folder aside from Squad and the Module Manager file) using any version of Kopernicus after 0.4., which according to Sido on the 1st post of the SUS thread, was what he used to compile it. Who knows, maybe it's because I play on Ubuntu and not Windows. Anyways, the least I can do is at least offer up some help to maybe bug-fix it: [LOG 18:53:40.750] AddonLoader: Instantiating addon 'AtmosphereFixer' from assembly 'Kopernicus' [EXC 18:53:40.794] InvalidOperationException: Operation is not valid due to the current state of the object System.Linq.Enumerable.First[StarComponent] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.First[StarComponent] (IEnumerable`1 source, System.Func`2 predicate) Kopernicus.StarLightSwitcher.Update () The error that floods my KSP.log textfile when I start up the game. It spams, ad infinitum. Maybe helpful? -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
Madman_Andre replied to KillAshley's topic in KSP1 Mod Releases
So does Uncharted Lands let you use Sido's Urania System on KSP 1.0.5? Because if so that would be extremely cool, since SUS is not compatible at all with 1.0.5 at the moment. -
[1.4] Routine Mission Manager [v032]
Madman_Andre replied to PrivateFlip's topic in KSP1 Mod Releases
Wow. Just, wow. Quick question: How compatible will this be with, say, the, Extraplanetary Lauchpads, Karbonite, and/or Kethane mods? Because the Idea of automating the logistics of those mods is massively appealing to me and probably most anyone else who uses those mods. -
Exactly what it says on the tin - Although I run KSP x64 and have a substantial number of part- and plugin-heavy mods, It runs relatively stable. However, When I proceed to install the 4.09 Complete version of Kerbin Shuttle Orbiter System The game locks up at the loading screen at the beginning and crashes. I'm guessing one of the plugins either already in my GameData folder or in KSOS is conflicting with something in the other. I have my Crash Dump Logs here. And, well, any help would be appreciated, since KSOS is one of my favorite mods. Edit: Fixed link to dropbox account.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Madman_Andre replied to helldiver's topic in KSP1 Mod Releases
Heh, kinda surprised that it's been over a year since the new KSC debuted and only now they're making drivable versions of the ground vehicles. Of course, I can't wait to build a ramp or two on the Mun and jump these bad boys. -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Madman_Andre replied to Firov's topic in KSP1 Mod Releases
Nice, I'll download this to see if it works. -
[1.12] Extraplanetary Launchpads v6.99.3
Madman_Andre replied to taniwha's topic in KSP1 Mod Releases
There's no log file to include - not any I can find. I'm guessing there's a conflict that's causing my troubles, since I created a separate KSP game file for testing purposes and it runs fine with just EP alone. -
[1.12] Extraplanetary Launchpads v6.99.3
Madman_Andre replied to taniwha's topic in KSP1 Mod Releases
Just tried the .24 update. First time I started the game it greeted me alternate tech tre dialog and crashed immediately afterward. However, the game runs normally after a restart until I attempt to launch a rocket; then the game is really, really laggy; 1-2 fps on a gaming rig-laggy. I'm not really sure if anyone else is having the issue; could be one of my other mods.