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goldenpsp

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Everything posted by goldenpsp

  1. It helps to read back (it's only 3 pages) as some answers are in there. All functionality was developed from scratch. No dependencies on KIS/KAS/IR. Launch stream to see it in action: https://www.twitch.tv/roverdude/v/92890797
  2. If I had to guess he means a way to mine for resources to make supplies etc without needing MKS
  3. Because the 2 drives are the only parts in this mod?
  4. @RoverDude did this all from scratch. it is all built in, no KAS or infernal.
  5. Then get the right compiler and do it. The point is you aren't going to get support when you go down this path. I don't know any modder who is going to take the time to help you at this level.
  6. Pretty sure all the custom category stuff is baked into the mod's DLL, as you found with USItools.dll. So you would likely have to do the same for EL. And once you start recompiling your own DLL's you are probably going to be on your own for any support.
  7. https://www.blender.org/support/tutorials/ You're welcome.
  8. Right, As far as I know Roverdude hasn't released any balance details yet for the 1.2 mods. whatever data you are working with from your OP is possibly changing.
  9. Prolly have to crunch the numbers. But unless you aren't planning on upgrading when 1.2 comes out I'd hold off. Major updates to all of the USI mods with rebalancing and stuff.
  10. It's easy being an armchair quarterback.
  11. Well you can pretty much expect if it is a @RoverDude mod it will update pretty much when the 1.2 release hits.
  12. read back. known issue. Should be fixed in the 1.2 release.
  13. Knock yourself out my only suggestion is that you make a mod that YOU want. Most modders make something they want in game. If it isn't something you want you risk burnout. Second thing would be keeping an eye for interoperability. For better or worse most people don't use a life support mod alone anymore. They like to pair it with mods like @RoverDude MKS or @Angel-125 pathfinder mod. Also imo water is overrated
  14. That's a little better, but still won't get us very far. Things like, KSP version, Mod version. Screenshot of gamedata folder, KSP logs (not crash logs)
  15. Bad english isn't a problem. Lack of useful information to help troubleshooting is.
  16. @DeddlyUm, with all due respect, I asked a one sentence question. Nowhere did it mention or even infer I think it should be forbidden, or that I have a problem with it. There has been a rise in very old posts coming back to the top lately. Is it wrong to be curious? In all honesty there are probably some amazing old mods that are worth someone updating. But in this thread case I was just curious. It was brought back from the dead literally just to update the download link, for the .24 KSP version...and I was curious as to why
  17. What is with all the thread necro lately?
  18. Gotta unzip those and the copy the contents of gamedata fro the zip into your gamedata.
  19. Probably got lucky. It won't generally cause problems with mods that don't have parts because it will find the .dll anywhere. But parts look for the exact path so changing the path in any way won't work.
  20. Not a problem. If it's made by Roverdude you can expect it will be ready on 1.2 release day.
  21. Nothing should be put under squad\plugins. They should be directly under gamedata. Here is an old example of a gamedata that works
  22. Glad it helped. I would honestly recommend that you look at your gamedata folder now, and see if you can determine what you did wrong manually. CKAN isn't perfect, and not all mods are necessarily on CKAN, so understanding how to properly load mods is still a useful piece of knowledge.
  23. Correct it is an old screenshot. You may not have all the same mods, but it was to help you compare to your own. If I were a betting man, I would bet that you have it installed wrong. Since you cannot show me your gamedata folder I showed you a working one. At this point without seeing your gamedata folder I cannot help any further. In KSP, the path is absolutely critical. If the mod is set to find the parts under gamedata\ExtraplanetaryLaunchpads\Parts then that is the ONLY path that works. If you change a folder name to say gamedata\EPL\ It won't work. If you move any paths around in any way, it won't work.
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