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h3ron

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Everything posted by h3ron

  1. pingopete, I just want to thank you. I usually stop playing KSP until you mod is ready, but this time is absolutely amazing. I never took screenshots so amazing. Let me ask a question. Why don't you CKAN your git repo? I know RVE is still not ready (will it ever be? ), but there are a lot of users who like it (and install it) anyway. Personally it's the only mod I install manually.
  2. Maybe you can ask pjf to "force" techmanager in CKAN, so we can install RP-0
  3. I'm on CKAN v1.3.6 (with KSP 0.25) and I have the same problem. (I'm on Linux and yes, the "mozroots --import --ask-remove" command doesn't solve the issue). EDIT: I just recompiled CKAN from git and now it works
  4. Is the latest release 0.25 compatible? CKAN thinks so EDIT: My fault. It just downloads the textures and the biomes from the new version
  5. yes. That was the problem! xD Now it works. A bit buggy but it works The Earth as seen from the space looks amazing! The sky, anyway, does not became dark by night. And the clouds are actually balls. But I suppose that's just because RVE is a WIP yet.
  6. I just reported the problem on EVE GitHub page: https://github.com/rbray89/EnvironmentalVisualEnhancements/issues/17
  7. But looks like the problem isn't related to your mod. Seems to be related to EveOverhaul, which is by rbray89 (I think)... Maybe this is the wrong place to report. Should I post the log to be more useful?
  8. After watching the new screenshots I tried again to install this mod, but no clouds again. So to find where's the problem I tried to install just EveOverhaul 9-2 in a vanilla KSP (no RSS) on Linux x64 without pingopete's mod and it shows no clouds, too. Am I doing something wrong?
  9. I thought there were more Linux users among RSS players (since it requires a lot of RAM and the Win64 is bugged).
  10. thank you pingopete for your work. I can't wait to see it finished and working. At the current state howeverer on my Linux x64 installation clouds aren't shown at all (i installed eve overhault 9-2, ddsloader and RVE from github). I suppose I have to wait for a stabler release.
  11. I've installed it with Astronomer's Pack on 0.25 (linux x64). No problems with stock EVE. Astronomer's city lights don't work. Well, I just reverted to stock EVE city lights that are nice too. No problems to report.
  12. Texture replacer http://forum.kerbalspaceprogram.com/threads/60961-0-25-TextureReplacer-1-7-2-%289-10-2014%29-Female-name-detection
  13. If I had more than two other mods installed, KSP (linux x64) crashed while loading the texture of the repair can (model000.png). I spent a lot of time adding and removing mods. But I couldn't find which was causing the crash. No problem on vanilla and no problem with up to 2-3 other mods. But with enough mods KSP always crashed when MC2 was installed... also after removing and redownloading KSP from steam. Finally I replaced the repair can texture with a dummy one. No problem since then. Just a white repair can xD
  14. So... In the Kerbin Atmosphere there's no need for Oxygen...uhm... I'm feeling very stupid right now I hope nobody wasted his time reading my logs. EDIT: tested in 0.24,0.25,x86 and x64... no problems beyond 9000m
  15. Help! My kerbals doesn't consume Oxygen (and don't produce CO2). How can I solve this? KSP.log: http://pastebin.com/B35RSxtY KSP: 0.25 x86 Career EDIT1: Same problem on 0.25 x64 Sandbox EDIT2: whoops, wrong log Player.log: http://pastebin.com/90qGZHWg This time Oxygen consumption didn't worked again, then suddenly worked when I activated physical time acceleration. But again stopped working. But when I activated time acceleration again it didn't work anymore... weird. Sometimes if I activate normal time acceleration the tacls window shows that life support time descreases, but when I deactivate it, the ls time increases to the original amount (3h). No problem with the other resources. EDIT3: installed toolbar. Same tried to launch a second vessel to see if it worked in the background. Same again. EDIT4: I just downgraded to 0.24... same problem. So looks like there's a compatibility issue with Linux... Are there other Lnux users here?
  16. What about the greenhouse? Do you suggest any 0.25-compatible greenhouse mod?
  17. Well this isn't windows x64, this is patrick... ehm... linux x64 and modulemanager works nicely Anyway I tested the 32bit version too but nothing changed. I'll try again deleting the biosaves files.
  18. I suggest to give more integration with Dmagic Mod. If Dmagic is installed MC2 could use dmagic's "orbital science" parts instead of the orbital research mission part, and dmagic's "rover science" parts instead of the lander research mission part. Or you could give the opportunity to manually edit the configurations files to replace them. In fineprint, for example, you can edit the satellite missions (wich require parts like barometers and thermometer, wich are useless in orbit) to require user-defined parts... like the scansat parts for example. Also you could integrate the repair missions with a lighter version of "dang it". For example if you don't accept or fail a repair mission, MC" could activate "dang it" (it should be in an inactive state by default) to generate malfunctions. This mod already integrates nicely with RemoteTech and life support mods and that's the reason I like it. More integration would be more awesome.
  19. I'm testing your mod in KSP .25 Actually I didn't ever try it with .24 so I don't know how it is supposed to work. Anyway on a vanilla Linux x64 .25 KSP (with Toolbar and ModuleManager 2.5.1 installed) I get this load cfg failed on launching. http://imgur.com/yAL1xGA In the KSP view the button does nothing. During launch displays a white rectangle. http://i.imgur.com/VWKNIv9.png So I can't change the difficulty. Manually editing Plugin/pluginData/BioMassDifficulty.cfg doesn't affect the game... at least from what I understood from the videos the GreenHouses should use resources like seeds and nutrients in order to work. They instead can only contain Oxygen, Carbon Dioxide, Light, Waste, Food and Water and they don't produce waste. The "Light" resource beave a little oddly... increases and decreases with time acceleration. I really hope that there will be a working .25 release. I never tried TACLS because it missed a greenhouse and UNI Kolonization System is way too complex. Your mod does complete TACLS and together with some station parts packs (like Habitat Pack and Stockalike Station Parts Expansion) and KAS, provides a less complex alternative to UNI Kolonization System.
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