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Kiro

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Everything posted by Kiro

  1. That's true and I wasn't inferring that it should. I was making two separate cases but my wording didn't make that clear. How are the compatibilities with other part pack mods? Such as antennas or other ship part mods. Do we have to edit a bunch of CFGs to make them work together or is there a MM script that will make parts work out of the box?
  2. Because water can be used for more than just food. There are other mods that use water to made hydrogen and oxygen for other uses. Making this mod compatible with the Community Resource Mod is key.
  3. If you are taking over this project, first let me express my appreciation for such an undertaking, and second, can you see if you could incorporate the de-clutter and the re-texture options as a whole package? I know the current de-clutter mod doesn't work well with the re-texture mod so I'm just hoping for maybe a built in de-clutter that can accept the re-texture mod.
  4. Agreed, however, 1.1 does offer increased memory usage and optimization that finally allows us to to build bigger and badder things. So 1.1 is definitely worth it
  5. Anytime I try to apply updates to mods and install new mods in the same queue, Ckan crashed after the updates are applied, and the new mods are about to be installed. I get some kind of IO error and then it crashed. This has happened several times. No crashes if I update any number of mods, and then install new mods separately. I hope this makes sense.
  6. I've started too many career games only to be have the save game brake due to updates. I'd rather wait for a truly stable release. 1.1 is a great improvement from 1.0.5 but there are still plenty of important bugs that need to be addressed.
  7. Probably not worth starting any new career games, but fun to play around in sandbox. I'm waiting for 1.1.x before embarking on a new epic career game.
  8. Since I'm using CKAN for the first time for my new 1.1 install, I was wondering how long does it usually take for mods to appear on CKAN? I've noticed several mods on Spacedock listed as 1.1 compatible, but still not available on CKAN for 1.1. Thanks!
  9. The HYPE IS REAL!!!! I've been testing the pre-release for now, and I'm very happy with the improvements. I'm really excited for this build and all the mods that I will use when its finally released. I will wait as long as necessary though to ensure a stable build. I'd hate to see a 1.1.1 and 1.1.2 - 1.1.5 release shortly after because there were still bugs left to iron out. Take your time Squad, you are doing a great job and we appreciate it.
  10. I had not installed Real Plume, totally misunderstood the dependencies list as I assumed your download was the actual Real Plume mod. Sorry for being a dunce and thank you for your help and this great mod.
  11. I just started a new KSP install with minimum mods. I have no part mods installed but I am using the newest Ven's Retexture mod. Unfortunately I'm seeing missing engine effects on a lot of the stock rockets. I also have the EngineLighting mod installed which seems to be working even though the actual plume effects are still missing. I smokescreen installed, and I don't have any other mod that makes changed that might effect this. Any suggestions?
  12. I know previous versions had an issue with installing on existing save files. My current save has not had a Ven's Revamp mod on it yet, what are the chances 1.9 can break the save? I will make a backup and test anyway, just wondering if anyone has already tested that. The previous version had and issue with the solar panels I believe. __________________ EDIT: NOPE! Every craft is broken. I might just have to start a new game. That's how awesome this mod is.
  13. Thanks for the recommendation, I just ordered one from Amazon.
  14. This sounds a bit simmilar to the bug issue I'm having that I posted a few days ago, except mine does this in the VAB when I right click on the can. I forgot to submit my logs on my previous post, so I'll do that when I get home today.
  15. I encountered an annoying bug and I'm having some difficulty tracking down the cause. I have TAC lifesupport 0.11.1.20 installed as well as a number of other mods (including Tweakscale and Modular Fuel Tanks). I am also running the TACLS Declutter by Somnambulis which helps a lot and still keeps the right texture for each tank. All the HEX cans work perfectly, however, the inline containers have the following bug. When I choose the container in the VAB and I place it on a craft somewhere it looks fine and its size is the standard 1.250m, however, as soon as I right-click on it to access the menu it becomes a .625m part and has only two other rescale options .300m and .100m. Is this a tweakscale issue or MFT or a combo of them not liking the Declutterer?
  16. I love that everyone is giving very valid, thought out responses. I meant this to be more as a gag, yet I'm enjoying the answers. I'm well aware of the current multi-threading issue and I'm also hoping that the upgrade to Unity 5 will address this in particular. However, based on what I've read on other threads, it might not be a complete solution for those of us looking to build massive ships and space stations.
  17. Is it wrong that every time I read about these supercomputers I think "sure, but whats the FPS on a 1000+ part station in KSP?"
  18. I'm just testing out the station parts and I've noticed that on parts with a top and bottom node, only one attachment node works. I usually have to flip the part to get it to attach. The other node then functions for another part to be attached, but again, if that part is part if this pack, it only attaches from one endpoint. Is this a known bug? Any known solutions before I go tinkering?
  19. Yup, got those as well. I spent most of yesterday getting a new KSP copy mod ready. I have most of the Near Future Parts installed. There's so many amazing mods, its difficult to keep the part list from becoming overwhelming
  20. Thanks! That was quite a fast response I must have seen them on a different pack as well, since I've never download this one, but either way, I'll have my solar panels tonight.
  21. Hi Bob, I'm trying to track down those really huge solar panels that you used for the KSS. I know I had them at one point but I searched through so many mod packs that now I'm more lost than before. lol BTW, I'm really loving all your videos. Thanks for entertaining me all weekend
  22. Is this mod still in development? looking for a 1.0+ compatibility
  23. This is a great mod, amazing work! I'm starting a new save game now and will definitely be using this tree. I was hoping to use the "Chaka Monkey Exploration Systems" mod, but that mod needs a good techtree update. Please add that to your list of mods if you can. Thanks again!
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