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KillAshley

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Everything posted by KillAshley

  1. I have completed my upgrade to the 1.0.2 version of ksp, however Kerbal Stuff is giving me grief and not completing my uploads I'm starting a curseforge project to host the upload now, once it's finished I'll post the changelog and alter the OP
  2. @medikohl it's on my to-do list oh and before i forget, i managed to get a couple of the boris system planets running in kopernicus while i was experimenting with ideas. Peabody worked fine, however the deformation n kopernicus can only be about 15k max. If i still have the files lying around, i'll send them to you EDIT sry, must have deleted the files at some point.
  3. @eleven that's a kopernicusTECH bug im afraid, and has been know for a long time and it's unavoidable:( The stand alone kopernicus fixed this, however it takes time for updates to happen, especially since everything is so chaotic after the 1.0 release. Have patience, brother!
  4. Nice, good to hear, and best luck in your finals! one thing to have a look at the antimatter power node, it's unavailable if you don't have interstellar installed, and the karbonite+ engines are in in there. This is because the parent node is empty if interstellar isn't installed
  5. guys i noticed an error in the configs, im hoping my kerbal stuff upload actually completes this time, as i'm too tiered to stay up much later than this (it's 4:45am here). I'm uploading a new version to kerbal stuff now, hopefully it works. @moggiog thats weird man, i honestly have no clue whats happening. Can you upload your ksp>logs folder for us to look at? @thomas we were making this pack back in an old version where the particles could only be set to target stock bodies. After upgrading versions we just forgot to remove it...i'll get around to it at some point. @medikohl not so much of a tutorial, it's more trial and error. Browse through our configs and see if you can work it out, and if you have any questions feel free to pm me. kittopiatech is not required for kopernicus packs, kopernicus can do everything kittopia can do and more. theres a tutorial for kopernicustech (but not stand alone kopernicus) somewhere on the developement forums which might help. but then again the configs for planetfactory wasn't too different to the ones now, theres just way more configurable options with kopernicus.
  6. ok do me a favor and download this, just drop it into your ksp directory and let it overwrite the files. then go to GameData>Kopernicus>cache and delete the sarvin .bin file. See if it helps. It just changes the ring to be generated by kittopiatech, rather than kopernicus. Im not too sure, what the cause is, but this might possibly help.
  7. moggiog, i need to know specifically if you have atm or texture replacer. They have been known to cause issues in the past with rings and such. It's not an issue with opengl, i run opengl all the time with no issues. If you have either atm or tr ill upload a patch for you to test.
  8. just to put it out there, they work together perfectly, except the orbits are VERY off and the joint packs are a little RAM heavy...ATM is highly recommended if you're putting them together though! when New Horizons gets uploaded I'll chuck compatability patches to get the orbits in line with the NEW Horizons system. @mogging, do you have other mods installed? atm?
  9. i only finished updating both mods today, so my new horizons will be updated when i get around to uploading it. We are not merging the mods as this is a joint project between me and amarius, and New Horizons is my personal project, but i will provide compatibility configs to make them work together. As far as EVE configs, once EVE is stable in 1.0 configs will be there. I love EVE and KSPRC, so i make sure they can work with my packs when possible.
  10. Had a few issues, will be amending the OP in a while with additional locations and descriptions. Kerbal stuff keeps cancelling my upload, so for now mod is hosted on dropbox Download Here
  11. i think you need to re-read the OP, it adds temperature to the right click menus on EVERY part. @rreeggkk this is awesome dude, been using it to help my testing for my new horizons update, monitoring the atmosphere temperatures is so much easier in celcius than kelvin....at least for me it is! great plugin, the only thing i can suggest is to add some kind of rounding to the decimals, so there isn't such a long string of decimal numbers
  12. Cheers for the offer dude, but I'm almost there, maybe a day or 2 depending on irl stuff. Once I release though, if you find any bugs let me know and I'll fix them
  13. beautiful as always! shame i have to wait a little longer to put these to use! (i cant play without NF anymore )
  14. I'm in the process of updating now, will take some time though as IRL comes first. Once I'm happy with the update I'll upload it.
  15. thanks dude, yeah currently the pack is not compatible with 1.0 due to a kopernicus issue. Those geniuses are already workin on get it going for 1.0 now but we don't know when I'll be able to update. Stay tuned on the forums, I'll announce when I've updated. There's plenty of new things in the update so stay strong.
  16. news is slow at the moment, I've been working on quite a few polishes to the pack, but most of my time has gone into the Kerbol+ pack overhaul I've been helping Amarius1 with. With 1.0 there's sure to be a issues that we can't forsee so I'm holding off on further work to the pack until the dust settles and we see whats broke and what hasn't. For the time being, here's' a peek at the finale of the New Horizons pack. Providing a hard challenge, and an interesting landscape I introduce this.... I'll post again soon when there news...
  17. all planet packs will have to be tested first, there's no guarantee that it will work straight out of the box but we all have out fingers crossed, same goes with my pack or any other pack available. We are all crossing our fingers that our packs work, but you'll have to try it and see, or wait until an update goes out.
  18. thanks man, it took a long time and MANY variations of planets/orbits to get something I was happy with that would not only expand the system, but create the fresh experience I wanted.
  19. The problem i have with Minmus, is that it's too easy to pillage for science. During early game, I'd send ship after ship draining all science i can from that small low grav world, with little to no effort at all, and by the end of it the tech tree was (almost) complete! IMHO it ruined things for me, even though it was my fault for doing it, I could never resist the temptation of sending just one more ship to unlock the next node.... So when i set out to make New Horizons, i wanted to create a challenge that I didn't find in the stock game. I wanted a completely new experience, one where I would have to work for my upgrades. I can understand this pack isn't for everyone, as every has different tastes, but for those looking for a better challenge and more variety should have a look. oh, and Mun only takes about 100 delta-v extra to reach, so it's not like i made it a lot harder to get to, but Minmus is so OP for early game that I wanted it to go far away.
  20. I'm not too sure dude! The changes to the science I made only lower the amount of science you get from bodies, it shouldn't interfere with the leveling...I'll have a look at things and see if there's anything happening
  21. No worries dude, let me know how it goes! Haha yeah I had a little inspiration from it, but I wanted to keep the stock planets as well as expand the system. Make a new adventure really! There's no delta -v map at the moment. if I can figure out how to make one I'll give it a go!
  22. I can probably have a look at your config when I get home from work, see what the issue is. But next time please use a code or spoiler on the configs, as they take up a lot of space.
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