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Everything posted by goldenpsp
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@DStaal @VaPaL @Duodecimal Honestly a big pile on from the peanut gallery certainly isn't going to defuse the situation. @Nils277 hasn't even had a chance to respond publicly. For all we know those two cleared things up via PM's. So how about everyone just sit back and let the two modders work things out.
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Neat, @vardicd what solar panels are those?
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Yea known issue. At the time Roverdude didn't feel it was necessary to recomplile new releases of every mod that uses kolonization core just for this one issue.
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Load up AVC. It should tell you the kolonization core components are out of date.
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Seems it would be easier to just get (worthwhile owning anyhow) a decent gaming keyboard or mouse. Then make a macro that does this. There are also third party macro tools that could do this without having any special hardware.
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is there a mod to delete docking port for space station?
goldenpsp replied to omelaw's topic in KSP1 Mods Discussions
Actually @Roverdude has been working on that sort of thing for his UKS mod. essentially fuseable docking ports. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Not sure if this is true for K+ but all of the other mods you just use the stock ore drills on asteroids and they mine all of the available resources IIRC. -
I'm not @Roverdude, but that won't stop my response anyhow You can utilize CRP for any resources it may contain. Include it and utilize their definitions. There isn't any need to add something like your "Glykerol" to CRP and it probably wouldn't be appropriate. The main goal of CRP is to help in cases where mods use the same resources so they don't stomp on each other. For example back in the day, you had 3 mods, MKS, TAC-LS, and Interstellar, which all used "water". But each mods "water" was defined separately so if you went to mine "Water" on say the Mun, you got three different water resources, none of which were compatible with each other. That being said, there isn't a need to put in one off "magical" resources that aren't used across multiple mods. You can utilized both CRP and non CRP resources at the same time.
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hmm sounds like a bug. I thought excess mulch was supposed to be jettisoned by default.
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All good man. Just giving you a gentle ribbing.
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Yea, modders aren't plugin writers for hire. In almost all cases modders are people who made something "they" wanted to see in game. If you need a plugin your best bet is to download your programming tool of choice and learn how.
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That is funny, because if you had come from Roverdude's catalog in his signature, you would have found a non kerbalstuff download link. So why did you post?
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Welcome to KSP. You have summoned the Kraken. This is not a mod bug, it is the nature of the game. It always has been. KIS may accentuate the issue by allowing for larger bases, but it can happen anytime. Basically if any part of a base sinks into the ground when physics loads it can get ejected out with some serious force. -
Well, there is only one way to install them "correctly" and many ways to mess it up. Generally if you are installing them correctly they work. Some examples. Some mods in the ZIP file have a gamedata folder. If you copy that directly you end up with a nested gamedata situation, ie: gamedata\gamedata\Mod Some people think to stay organized they will create a folder to put the mod into so gamedata\Manually created folder\Mod Things like this are not correct.
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I'm sorry it wasn't working for you, but it isn't Roverdude's mods. There are TONS of people who use some or all of his mods without the issue you describe. But lots of people have issues when mods are not installed correctly (which is why I said earlier screenshots of your gamedata can help).
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Given the nature of how KSP runs FPS will vary wildly based on how you play. If the mods aren't working on OSX it is usually an installation issue, and you may likely have the same problem on windows.
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You could like um, try the Catalog link in Roverdude's signature, 2 posts up from yours.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
As others have said if you want help we need specifics, not anecdotal information. Full mod lists, log files etc. One mod installed doesn't necessarily help. "other people" comments don't really help. In general if KIS was corrupting saves so readily it would be all over this thread, but it isn't. So it likely isn't KIS but another mod that isn't playing well with KIS. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
My saves have been fine. You are going to have to bring more information to the table for this one. -
Why? There are plenty of mods that link into EPL, and those that have alternate parts with similar functionality. None of them are on the OP either. Seems like it would be a pain to maintain links to other mods that do stuff with EPL. I'd rather see Taniwha put his efforts into his mod.
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I guess if it was truly a problem the mod developer could add some mechanic where maybe kerbals use up extra supplies when they are given some after starving awhile. The rest of us can just use self control in the name of fun and challenge.
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You are still constrained by your KIS storage. Seems like more trouble than it's worth.
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How is it an exploit?
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Ah 2 more reasons to keep ignoring CKAN... -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
There is a very good manual that is even available in game.