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Volatar

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Everything posted by Volatar

  1. I have been playing with the 1.2 dev build for a while without any noticeable issues beyond the normal level of weird you get in modded KSP.
  2. The in-development version is in the bugfixing stage and is being actively worked on. EDIT: Ninjaed.
  3. Hmmm, didn't know about that change. I wouldn't mind requiring/packaging Blizzy's Toolbar so you can keep using a set of buttons. It'll be just like the old days again
  4. Ok yeah, I can definitely understand that. Hope you don't have any issues. Have fun.
  5. I just looked. Module Manager is not packaged with the dev build... You still need it, and the latest release should be the right one to pick, so yes use the CKAN one, but I am concerned. You really shouldn't be using a hidden dev build of a mod if you are new to the game.
  6. hmmm... well, first step of figuring out the issue is isolation. See if you can replicate it in an install with JUST FAR installed, or if it's a mod interaction.
  7. How has the dev build looked for winx64 stability? Searching around it sounds like there hasn't been many issues since ferram unlocked it in Jones, but not much info after that. I am putting together my mod list for when (no rush) the update releases, and FAR being one of my core mods it will determine if I use 32 bit or 64 bit, and thus how liberal I can be with my mod selection.
  8. Or at least be silent in your F5 mashing I am not patient myself, but take a moment a look at the code for the complex mods like this. It's some crazy stuff, with crazy math way above my head. Now imagine having to fix that yourself... Waiting is a nice option.
  9. That wouldn't be that hard for a rough implementation. Do it backwards. Pick a biome with equal chance, then pick random points until you get one that matches that biome. Rough and bad, but doable.
  10. I think moving things to settings that you aren't interacting with regularly is good. The toolbar is always there and gets a tad bit crowded.
  11. Thank you very much for the progress update nightingale. Looking forward to this one.
  12. I did this myself, using CKAN for EVE, Scatterer, and Kopernicus, and dropped in OPM and then your mod manually. It does indeed work and looks awesome even with the crazy brightness. --- However, I have this weird effect where the OPM planet atmospheres interact with their rings. Do you get this on your install or is it something I did wrong or another mod conflicting? I don't THINK it should be the latter, since nothing else should be messing with visuals, but I could be wrong (EDIT: after attaching my modlist I looked through it again and saw Distant Object Enhancement, which could be causing the issue. Forgot about that one). Attaching modlist just in case. You don't have to track down this issue right now or anything. In fact, if you can't replicate it you should put out your updated version first, and THEN we can look into the issue if it persists. Modlist, apart from manually installed OPM and this mod:
  13. That would make sense but I just went through all the part files for EPL and the EPL Regolith adaption and did not find it. Plus it DOES say USI on the thing... (I can't find it in USI either.) EDIT: It MIGHT be the EPL Regolith adaption mod, but since that only make modifications to existing parts I am not sure... - - - Updated - - - Done. http://imgur.com/a/zJzkT EDIT: Let me package that up for you actually. EDIT: Here you go: https://www.dropbox.com/s/nuytwkxy54sgps3/installed-default.ckan?dl=0
  14. That part is there, but also this one: http://i.imgur.com/QR1xX5F.jpg Yeah that's why I wasn't worried about that. No, these: http://i.imgur.com/uU7YulK.jpg EDIT: Oh, those are from Modular Fuel tanks. I didn't even know I had that mod. Welp. Cool. Ahhhhhhhh yes. I came up with that same theory while I was waiting around. You posted while I was waiting for Active Texture Manager to do it's thing. That has indeed solved the issue. Thank you very much. TreeLoader and TechManager don't conflict in CKAN. You do have to press their buttons in the right order though when you get ingame. Coolness. Thank you.
  15. Ok, yeah. Something is broke here with the new version of ADIOS. I haven't gone far into the tree to find out if there are any other problems, but right off the bat the Unmanned Rocketry node has... a lot of stuff dumped into it. Proceedural parts are in there for one, though that isn't too big a deal. Universal Storage and part of the USI set and TACLS is... But the biggest problem? All of KSPI is in that node. Yes, right off the bat, everything from KSPI is in there. Reactors, plasma engines, and even the warp drive. http://i.imgur.com/MAWcuAO.jpg I knew this wasn't right, so I deleted KSP and reinstalled everything again with CKAN. No change.
  16. There is a separate patch to make them work together out there.
  17. Considering that his thread has nearl 3500 posts now that would take a while. And my modlist is.... very long. Sweet. Lots of code you changed there. Must have taken a while. I hope it gets added. Not familiar enough with Github to see if I could get a version with your pull included. Do you have a local copy of the repo you could upload in the meantime?
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