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goldenpsp

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Everything posted by goldenpsp

  1. Keep in mind, in case you missed it above, that none of @RoverDude's mods use interstellar fuel switch. I'm not sure what conflicts there might be between that mod and firespitters fuel switch functions.
  2. A lot of those things are easily handled via config file edits, and @RoverDude is happy to accept pull requests.
  3. I don't think you are guaranteed Karbonite everywhere. You can check under the configs (CRP) to see the distribution options per planet.
  4. Yes and no. @RoverDude does a pretty stellar job of reusing/sharing assets when he builds his mods, so I haven't found any meaningful reductions in RAM by removing parts.
  5. IMO that sounds like a stupid amount of extra effort vs just dealing with the existing folder structure. Especially if you have to recompile (and invariably troubleshoot) every time a mod is updated.
  6. You are better off asking in the MKS thread. But the first thing is most parts require material kits and EC and a kerbal (engineer?) on eva to expand them. It is all in the manual
  7. It's really simple. You install every mod the same way. If a mods' zip file has just a folder inside you extract to gamedata. If a mods' zip file has a gamedata folder inside you put the contents of gamedata into your gamedata (you never want nested gamedata folders). In the case of USI mods (or other mods with shared components) just let it overwrite existing files.
  8. Regardless, whether it's converting strings into tags or doing the actual russian, I'm sure @RoverDude would appreciate the help and pull requests.
  9. Probably as soon as someone who knows Russian wants to step up and help. (I could be wrong but I'm pretty sure @RoverDude doesn't know Russian but he likes pull requests).
  10. Of course I'm not @RoverDude, but given the history (I've been around awhile) and Roverdude's love of creating IVA's (hint, not his favorite thing to do) I wouldn't hold your breath. That is unless you want to learn to make IVA's in which case he loves Pull requests.
  11. You can always change the HomeWorldAltitude value to something higher so that essentially they won't get homesick when close you get in range of kerbin. USI-LS as well as most USI mods are highly configurable to your specific desires.
  12. There are many modders who started with zero skills but a great idea that they wanted to make. Don't let that stop you. The bottom line, it is very rare that someone with the skills is just sitting around thinking "I'd love to make a mod if only somone gave me an idea" Most of the time it is people who have an idea of something they want and so they create it. So most likely if you really want a subnautica mod, you are gonna have to learn to mod.
  13. Sounds like you found a project. That's how most modders get started...
  14. Regardless, same answer. check the individual pieces to ensure they are all up to date.
  15. It is pretty straight forward. You delete the 2 files for the operating system you don't use. IE if you are running windows you will remove the mac and linux ones.
  16. Make sure all of the individual mods are fully up to date. It isn't always the case that the constellation has everything up to date. There was an update at one point to USITools if i recall correctly for bug fixes.
  17. You seem new here. It's generally good to peruse the forums, especially the stickied threads before posting.
  18. save to a picture hosting site (Imgur.com is very nice and easy). Link here
  19. Already is. Best to check the release notes on these things https://github.com/BobPalmer/ART/releases
  20. Like any other mod. download zip. Install into Gamedata folder. If by chance the zip file has a gamedata folder already copy the contents of gamedata into gamedata. https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Installing_Addons
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