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Madman_Andre

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Everything posted by Madman_Andre

  1. Well, I guess I'll be patient. Won't nag anyone anymore on the subject.
  2. 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.
  3. 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?
  4. My recommendation is instead of a redout, how about a "greenout"? I.e. the Kerbals most likely have green blood.
  5. Hey, me too. Larry Niven was a favorite of mine. Still is.
  6. 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.
  7. 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.
  8. 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.
  9. 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?
  10. That's the same exact issue that I am having - Attempting to install the Urania mod for me causes everything that depends on Kopernicus to suddenly stop working. This is on a completely fresh test install with only Kopernicus and Urania installed. I play on Linux Ubuntu 14.04, if that helps anyone.
  11. 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.
  12. Is there a way to get this compatible for 1.0.5? It doesn't appear to be so... Any help would be appreciated.
  13. 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.
  14. This looks awesome - I've always wished for something that let you record your walkabouts or travels for future reference. I wait patiently for the 0.25 update so I can try it on my modded save.
  15. I think I fixed it? https://www.dropbox.com/sh/mp6nk0a068xyaan/AADuL1EGfu7uoEqVnVlJchqSa?dl=0 As for Memory, I considered Active Texture Management might be an issue, but I have it and it's up-to-date.
  16. 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.
  17. Ha! Didn't know that, thanks for the info. Downloaded and installed and I'm gonna test it later.
  18. Has anyone compiled a working KAS plugin for 0.24? I've tested toe one I have for .24.2 and it works, but I can't find one here that works for .24. I'm holding off upgrading until Kethane updates.
  19. 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.
  20. 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.
  21. 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.
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