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SuccessPastaTime

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  1. Wow, thank you so much for the fantastic mod, and the quick response! I'll give this a try.
  2. Don't know if it's possible, but I was wondering what files/folders I might take out of the SSTU Gamedata folder if I just wanted the engines of SSTU in my game? I'm doing an RP-0 career, and not all the parts are configured yet, but most, if not all the engines are, so I'd like to save a little RAM, even though i use the 64-bit version of KSP. I feel like the more I add to my game, the more unstable it gets. Anyway, I really like this mod, great models, and the procedural parts of it are amazing. Thanks!
  3. This is a fantastic program! Thank you for bringing it to the community. I have ran it according to your post, but I haven't checked to see how textures are going to be in-game. I will let you know when I get a chance to check! Edit: Okay, looks like only problem I've had is with Universal Storage and SXT. US had some pruned files, which I think the outer casing for it's compartments got their models and textures from, because in game, the only thing visible was the experiments/components normally inside the containers. SXT on the other hand had the expected problem, black textures. I think I can fix US easy, but SXT is gonna take a bit, because I didn't note the specific parts that are having the issue. Also, I tried unpruning in the program, but after looking at the folder of the parts I was unpruning, nothing seemed to happen. This program as really made my load times much more bearable though, I thank you for that!
  4. Nope, but I'll just use Steam to re validate the files. Probably a good idea to do that in the first place though. Thank you.
  5. Alright, thank you. Do you know of a way I can reverse the effect of the .bat file?
  6. Hey, enjoying the mod, and the new setup that allows it not to overwrite the Squad parts, but I had a quick question. I've pruned the parts using the .bat file, and I decided to install SXT today as well. I'm having a problem with textures showing up as white and reddish on most of the SXT parts. Could this be because the pruning or am I doing something wrong? Thanks!
  7. I second what NK is saying. Would love to see impressions of those engines. I was wanting to release an engine pack which simulates a variety of real engines, but I just have no modding skills. I'd like to focus on smaller engines, and less well known ones first, then move onto more common ones. Also, would want to go in a chronological order with it all. Maybe one day I'll be able to actually accomplish this, but for now, it's just an idea. I really dig the way this project is going though, and it's basically a must have for me. Keep up the great work!
  8. I made a procedural probe core config. It's really easy, but mine might have some strange properties, as I literally just added a command module to the procedural battery config and saved it as another part. It get ends up having a huge battery capacity as you make it larger, and I'm not even sure about how the weight should scale as you tweak it.
  9. You're awesome! Thanks for this update, engines seem to work well with fuel, I'll let you know if any thing pops up, but so far, it's great!
  10. Thanks for the reply. Yeah, I was actually taking a look at how the configs are written. I already know a little about MM, so I was gonna see if I can take a crack at them, I'd love to offer a helping hand if you'd like. Also, take your time on getting them out, real life should come first and foremost.
  11. Hate to interrupt development, but I'm having a little problem with the mod. It works great and like it should, but for someone reason, the parts it affects no longer have TweakScale support, non-affected parts still allow scaling though. I searched the thread, and I really didn't see anything mentioning this, so just wanted to check with anyone who might know of a solution to this? Edit 2: After going through the RF folder, I noticed a file called Tweakscale_remover.cfg, I assume that could be the reason for this first problem. Sorry for my stupidity if it is. I was also wondering how to get engines that aren't supported by the mod to work, like ones that still just use LF/OX and don't have a GUI element. I have the remodel of Aerojet Kerbodyne installed, and some of the newer parts don't have StockAlike support yet, but was wondering how I might be able to use them anyway. I know this is probably a more RF in general oriented question, but thought I'd ask it here since I'm using this mod rather then RF for RO. Edit: What I mean is, is there a way to also use non-configured engines using the stock resources while this is installed? When I put a non-configured engine, for example, the LV-900 from Aerojet Kerbodyne together with one of the service modules included, which also isn't configured for StockAlike, nothing shows up under delta-v in MechJeb. Sorry for the mouthful . Hope to hear back from you fine contributors to the community!
  12. Hey, I had a quick question. I installed some of the part revamps, not all of them, but a majority of them, and I didn't realize that this would have an effect on SXT, because it uses stock textures. I didn't back up at the time because I assume that going into Steam and rebuilding the cache will fix this. Is it correct to think this? I haven't changed any other stock parts, so it won't mess with any other mods I have installed, right? Thanks!
  13. Truly can't wait for the probe cores and panel. Keep up the great work!
  14. Yeah, my game is like this too. It seems it's much more sensitive. I've only been able to get a single rocket to orbit since I've installed .25 w/ FAR, but I haven't been playing a whole lot. Planes are also much more difficult to fly. I have played with FAR for a long time, so I'm used to its changes, so I assume something is different with this update. I bet I just need to adjust some settings, but I've never done it before, so I'm not sure what to even do.
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