Solar Trade Confederacy
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
Solar Trade Confederacy replied to TehGimp666's topic in KSP1 Mod Releases
Overtime it might be better, but right now it is good to stick with KMP. Godarklight said he has plans on incorporating DMP into KMP eventually (or something, i might be wrong) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Solar Trade Confederacy replied to TehGimp666's topic in KSP1 Mod Releases
I hopped on DMP for a while, and it seemed stable-ish. It felt less fragile than KMP, and I thought that was good! With KMP, faceplanting your kerbal on the runway can be bad, resulting in a hitch or freeze of your game. In DMP you could be more careless and smash a 389 part ship into the runway with gravity hacked and usually not freeze -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Solar Trade Confederacy replied to TehGimp666's topic in KSP1 Mod Releases
Okay, I have a question. Why is it that all my ships that I am flying/driving transparent? They handle the same, but they are ghostes Edit: once they get 2ish kilometers off the ground, they aren't see though any more, yay! NVM about this post -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Solar Trade Confederacy replied to TehGimp666's topic in KSP1 Mod Releases
I thought he basically just did... -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Solar Trade Confederacy replied to TehGimp666's topic in KSP1 Mod Releases
Sweet, that's primarily what I was wondering about, don't really care if the warp drive works or not. Now just got to find a way to keep Kethane and EXLP resources from resetting each time you log in. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Solar Trade Confederacy replied to TehGimp666's topic in KSP1 Mod Releases
Thanks dude for responding! -- I misunderstood the KSP-Space center bug that people keep talking about, everyone was saying how Gimp has to fix it etc, and though that people were leaving the project. Also, what does that bug do? -- I was just asking about the mods, just in case someone had tried it before, and if they could give me a heads up like "hey, use this or change this to this and get a smoother game" advice, but I see that I will be the one testing all that! Nothing wrong with that, of course, just wanted to check with the community before I tried, just to make sure I didn't repeat any mistakes. -- If the next release is in a week or so, thats fine, don't feel rushed by me. -- Doing some research, I sort of know how adding mods and adding parts one by one works (maybe it was a guild written by you?) but I have yet to reach that stage of this "modpack" yet. Still waiting on the final version of magic smoke industries (might actually be released now, I'll check tomorrow) to get the robotic parts in, and I have just finished neutering, er I mean thinning ExtraPlanetary Launchpads of the tanks and extra parts that clutter the VAB lists. Will probably thin some of the other mods, before I enter them. -- I did read that people had issues with Kethane and other seed based resource systems, cause the game generated a new one whenever they joined the server for them, so there mining rig may have been on a big pocket but now its on dry, empty ground. Is there a way around that? Or a way for the server to send the players clients information and they would click accept as they join the server? Like, the server sends them a seed file for resources so instead of getting a random new one every day its consistent (even if it keeps replenishing? Its at least a start). Would that be possible? Or has it already been addressed, I don't know yet, and I'll keep searching. Thank you for your time! -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Solar Trade Confederacy replied to TehGimp666's topic in KSP1 Mod Releases
Hi guys, have been lurking here for a while. -- So, I have really enjoyed vanilla KSP KMP, but now want to start my own server for my steam group (half dozen people) with industrial mods. But before I do that, I have a few questions: Will the current KMP client/server build work in KSP 23.5? What is the time-frame for the next release? (although judging by the last several pages, it seems like the project has shed lots of developers) If it is in the terms of weeks, not months, great! (still sorting out EPLP issues) I heard there is problems with Kethane and Extraplanetary Launch Pads seeds, everytime you join the seed changes. Is there a way around this? Can the server give everyone a set seed? Or can the player edit his client to keep his seed the same? Interstellar was my first and favorite mod, does the resource generation affect it like it does to Kethane and EPLP? Does the unique warpdrive work? Does locking ships mean people cant spawn ships at your extraplanetary launch pad on your base? I hope so. Anything I can do to help? Oh, list of mods: -Interstellar -B9 Aerospace & 23.5 B9 plugin fix -Kethane -Extraplanetary Launchpads (and Baha's new parts for them, which I am having trouble getting to work) -KAS -MagicSmokeIndustries (the robotic parts) -Mechjeb2 -Chatterer -ActiveTextureManagement (medium mode, cuts the memory usage by a lot) -000_Toolbar -zzz parts (specifically habitat dome and greenhouse, awesome base/station moduals, still customizing the config though) -Oh, and of course NASAmission, though I should mention it anyways. There will be combat, but no combat mods will be installed. This way, weapons developed out of vanilla parts are more unique, and MaceyDean inspired. Career mode, for the investment you need to place into it. Industry Mods for setting up bases and kickass capital ships though, B9 will allow bigger ships with lower part count! Combat will only occur when the other party is online and bases will be considered off limits. Its more of ship battles for the control of bases, if you win and land your own Kebals, then the base is yours. That way the original owners don't have there base wiped out, they can still retake there old base, and not have to reconstruct something they sunk 10 or more hours into. Thankfully this is among a small steam group all with video capture software for awesome videos. ____________________ So, as i coordinate my steam group and fix compatibility issues, I was wondering if the experts here could help me judge how feasible this is. -
So, I have installed Extra-planetary launchpads and Baha's models and parts for it. The small and large drills are not showing up. I deleted the 3 augers, but they are still not showing up in KSP VAB. I see the parts in their folders, but they aren't appearing! Also, the expanding cargo container doesn't expand and only the rocket part container exists, is there something i need to add to the config? ___ The other mods i have are interplanetary, B9, Kethane, KAS, and a few others, (and one of my own ) I made a fresh GameData folder and tried just starting extraplanetary launchpads and bada's parts, but no luck. What can I do? I tried a re-install. This is what the small drill config look like, for example: PART { // --- general parameters --- name = bahaEPLsmAuger module = Part author = BahamutoD // --- asset parameters --- rescaleFactor = .76 // --- node definitions --- node_stack_top = 0.04, 4.38, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.55, 1.61, 0, 1.0, 0, 0.0 // --- editor parameters --- cost = 1300 category = Utility subcategory = 0 title = DRL-0R1 Small Deployable Mining Auger manufacturer = Bahamuto Heavy Industries description = Deployable auger for extracting ore from the ground. TechRequired = advConstruction entryCost = 50 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 mass = 3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 5000 fuelCrossFeed = True MODEL { model = BahaEPL/smAuger/model position = 0, 0, 0 rotation = 0, 0, 0 //texture = model000 } MODULE { name = KethaneExtractor PowerConsumption = 24 Resource { Name = Ore Rate = 4.5 } HeadTransform = heavyDrillHead TailTransform = heavyDrillShaft4 } MODULE { name = KethaneDrillAnimator DeployAnimation = idle DrillAnimation = idle0 } MODULE { name = KethaneParticleEmitter Label = sparks ColorAnimation1 = 0.8, 0.8, 0.8 ColorAnimation2 = 0.8, 0.8, 0.8 ColorAnimation3 = 0.8, 0.8, 0.8 ColorAnimation4 = 0.6517648, 0.3835294, 0.2023529 ColorAnimation5 = 0, 0, 0 And the containers code: PART { // --- general parameters --- name = ExpRParts2m module = Part author = BahamutoD // --- asset parameters --- mesh = model.mu // texture rescaleFactor = 1 // --- general parameters --- node_stack_top = 0.0, 3.77853, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0,-0.86918, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,0,0 // --- editor parameters --- TechRequired = specializedConstruction entryCost = 0 cost = 200 category = Utility subcategory = 0 title = Expanding Rocket Parts Container manufacturer = Bahamuto Heavy Industries description = A rocket parts cargo rack that expands to fit more parts. // --- general parameters --- mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 // --- resource parameters --- // 2x the container size = 8x the volume RESOURCE { name = RocketParts amount = 0 maxAmount = 4000 } MODULE { name = KethaneWetMassIndicator Label = Full Mass } MODULE { name = AnimatedContainer ResourceType = RocketParts ContainerAnimationName = expand } }