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Dafni

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Everything posted by Dafni

  1. cool, thank you! Looking forward to see where this mod is going. So far it looks nice, haven't yet done much more than looking at the planets though.
  2. @tony48 and @Kierra how about support for Distant Object Enhamcement? That would be lovely! And maybe Planet Shine too, if its not too much to ask? Just kindly asking whats to expect. But the clouds are not from Scatterer! They are from Environmental Visual Enhancements. If you remove Scatterer to get rid of these tiles, you will still have the clouds. Just the atmpospheric scattering will be gone (and depending on the configs the devs provide sometimes the emulated scattering that Environmental Visual Enhancements can do is very nice as well, all by itself)
  3. Looks like a scatterer thing. Chances are without scatterer everything will be fine.
  4. Okay, your demand for a postponement has been granted :) And thank you for your work, on behalf of the whole KSP crowd, even though I am not familiar with either one of these mods (sandbox head here).
  5. Well, the weekend's here. I expect your reports by monday
  6. Scatterer itself wont show anything. All you see is in the config file.
  7. Hmm, interesting. Curious to see what the modders and KSP gurus here will say to this. Welcome to the forum!
  8. I still have my 13yr old nokia. Changed battery once, lasts all week. Dont like smartphones or mobile internet. No google account or social media.
  9. @Tyko and the whole SSRSS fanclub: how do you guys feel about the new KSRSS? Anyone had a go yet? How does it stack up to our good old SSRSS? Performance-wise etc? cheers
  10. I see. Cheers. I agree with you. Same story here. On top of the many installs it's easy to amass folders of mods and configs etc. It's a pain at times, but we still have to be greatful for the continuous support and development of the game. BTW, I might have slightly misused the word "imply" there... I apologize if it sounded wrong, no offense was intended. I am obviously not a native speaker, please bear with me.
  11. Oh, are you implying that you play and mod the steam install directly? We always advise people against this. Just copy your KSP to another directory, and then mod and play this. So steam updates will not affect your installs, you can play all the previous versions at any time, and only have to access steam to get new versions and patches. Nice stuff, @tony48 and @Kierra, I'll definitely give it a try! I am still a big fan of SSRSS and still play a 1.3.1 install with it. I take it your mod is a lot like SSRSS was back then. Cheers for keeping this awesome idea alive! I would also like to point out that SSRSS was more than just a rescale of RSS. As far as I understood it quite a bit of work went into better textures etc. But my understanding of such processes is pretty limited at best, just repeating from memory what I overheard around here.
  12. Why? There are plenty of mods available. What are you looking for, exactly? I still maintain some 1.3.1 installs and play them from time to time. Including changing mods around. No issue there.
  13. Oh, I never knew the console version doesn't have the f12 cheat menu available. Is there a reason for this? I hope there is, otherwise they should at least get the cheat menu too. Mods is a different story, of course, with all the licensing stuff etc. But personally I probably would have quit KSP by now if it weren't for the amazing mods we have. I can and will play fully stock from time to time, but the long term entertainment definitely comes from all the mods and different game play experiences they bring to the table.
  14. You are not alone. Some members here have been very vocal about the issue, and it still persists.
  15. Wow, some very very nice stuff in there! Again!
  16. Thank you for the insight. I appreciate your time. Now it is clear.
  17. I cant say. I only ever got the cats on april fools day and was told it is a Module Manager feature. Then later I heard Module Manager pops the cats at you if you run it on an incompatible version of KSP too. That it would detect incompatible versions of mods such as Kopernicus is news to me too. But it sounds perfectly reasonable to me now. Maybe it only reacts to version locked mods such as Kopernicus? I dont know. Sorry.
  18. There you go, plus what @Val said. It is a part of the Module Manager code.
  19. It's an Easter Egg kinda thing from Module Manager. Pops up a few times per year, april fools etc. Dont know why it did today though.
  20. I'm not the creator of this mod, nor am I even a modder. But I believe there is no way this mod can work in 1.4.x, as it uses some part variant magic or some such thing that was introduced in 1.6 IIRC Somebody with more knowledge will chime in for sure, but at least that is how I remember it. (because it was one of the main reasons I left 1.3.1 behind and maintain some 1.6.1 installs now too) Please dont hold it against me if I am wrong, just quoting from the best of my memory here.
  21. That is indeed true for the science experiments. But the power sources need an Engineer for max output.
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