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Sigma88

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Everything posted by Sigma88

  1. I guess I could make a model replacer but I have no skills in making the actual models so if you know anyone who can make models feel free to tell them to get in contact with me so we can work out something
  2. @EXPERIMENT_DEFINITION:HAS[#scienceCap[*]] { %baseValue = #$scienceCap$ } This is probably a better solution
  3. On a clean ksp install with just GN and dependancies I don't get much different performance compared to stock If you are installing any planet pack for the first time kopernicus might need to generate new cache files. If that is the case you will need to restart the game after the generation of cache files because that process uses a lot of ram
  4. I can't look at bug reports untill next week since I'm abroad but I think your problem is that you are using kopernicus 1.3.1-3 Go back to 1.3.1-2 and it should fix the darkness issue
  5. @OhioBob Add Debug { update = true } In the Body node and it will force kopernicus to export the cache
  6. The patch was using: :NEEDS[TacLifeSupport]:AFTER[TacLifeSupport]:AFTER[SETIrebalance] The old behaviour of this was: 1- if TACLS is not installed the patch never works 2- if TACLS is installed, but SETI isn't, the patch is aplied at :AFTER[TacLifeSupport] 3- if both TAC & SETI are installed the patch is applied at :AFTER[SETIRebalance] As far as I know there is no way to reproduce that in the new mm But I don't think you will need that tbh, just use :AFTER[TacLifeSupport] and it should be fine
  7. right now you can activate the random rotation of the skybox by using rotate = true the rotation will be picked using the game seed, but if there is interest for fixed rotations I might consider adding an option to define the rotation
  8. the syntax @NODE[XXX] has always been intended as looking for a NODE with name = XXX so it is the expected result that @EXPERIMENT_DEFINITION[*] would fail if the node is missing a "name" I'm not sure if in the past this used to work even if it shouldn't have, or it was just failing without giving off an error unless @blowfish and/or @sarbian plan to change the syntax I would say that @EXPERIMENT_DEFINITION is the correct solution rather than a workaround
  9. Any of those should work in GN as far as I know
  10. try that, (there's a link in the OP iirc) if it still doesn't work we will need to know where that building comes from
  11. does the cmd line still require KSP? or would this make possible to run get a cache generated without actually starting the game? I would assume it still requires ksp in this case, what does the dump actually do?
  12. @Jalaris I would prefere if you didn't post about Sigma Replacements in the TR thread first of all it is off topic there, but more importantly there are a lot of mod devs that go around "advertising" (like they have something to gain from it) their mods on other mods threads, even if they have nothing to do with the discussion feel free to post about that stuff here, or open a new thread in the mod development forum cheers
  13. I think unity limit is 8k x 8k ? something like that, 4k x 2k is pretty normal, should work
  14. Kopernicus 1.3.1-3 shouldn't even load in 1.3.0 it should disable itself to avoid compatibility issues and pop-up an error message that warns you to not start any saved game
  15. honestly I can't see anything wrong with that what bug exactly are you experiencing?
  16. you can make them any size you want, the only limit is your imagination and your skill and some KSP technical limitations
  17. otherworlds is not compatible with the latest ksp so that won't work sadly
  18. just remove the :AFTER[SETIrebalance] and you will restore the old functionality completely close enough
  19. exactly you get all the standard star systems listed in the main thread (Algok, Prok-Kseema, Kstor, Mkel...) plus 3 more systems (one for each planet pack you installed: GPP + OPM + SASS)
  20. GN takes care of everything I'm working on writing down a list of installation instruction for each mods, for GPP you need to install only the GPP folder from the main archive, and the GPP_Textures folder from the textures archive for OPM_Galileo you need to install the folders OPM and CTTP from the OPM_Galileo archive
  21. all planet packs listed as compatible can be installed together into the Galactic Neighborhood, my mod will take care of moving each single planet pack to a different star, the starting system will always be the stock system, so it doesn't matter if the mod you install usually replaces the stock system, because in GN it will just spawn around a different star the only exception is RSS and SASS which have bodies with the same names and so cannot be installed together. when both are installed, SASS takes precedence and RSS is not permitted to spawn another problem might come from mods being updated after GN is released (the update might break compatibility) or mods that are not compatible with the current KSP version sadly, I don't have time to test all the mods every time I update GN, but if anyone finds compatibility issues I am more than happy to take a look and fix what needs fixing
  22. that "trick" is to avoid the use of ":FINAL" which is supposed to be a final user pass specifier
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