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Mr Betelgeuse

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Everything posted by Mr Betelgeuse

  1. Well then how come this doesn't happen to the mods that position Kerbin in a different system so as GPP or Duna Start?
  2. Thank you. All though I wouldn't quite call that "problem solved", more of a work around. Hopefully this gets fully fixed sometime. Has it always been like this?
  3. Well okay. I found a really bad bug that makes this mod unplayable. If put something in orbit, then save the game, leave the game, relaunch the game, then open up the save, the orbits get all shifted and moved around which causes them all to crash into the planet. Not sure if that has been documented or pointed out, but I honestly cannot use this mod. Currently running the mod without any other mods.
  4. So, I've been enjoying 0.60 so far! Besides some of the graphical glitches (especially with the ringed planets like Voon), everything is great. I do want to ask if there is a reason that not all gas giants have auroras. I noticed that Voon and the current planetary analogs do not have auroras. Now, I don't know if this is a bug, or if this is a style choice, but I'd like to know why. Also, are there any texture enhancers that the OP or anyone has created? Some of the planet/moon textures are much lower than others, and can be a bit distracting, but they're fine. And the Korblon (spelling?) system with the nebula.... that thing is fantastic. I must ask though, (since I don't want to spoil it), do you see the nebula around it once in its SOI or is it only a texture that is applied away from it. Lastly, any plans for black holes, quasars, pulsars, and other galactic phenomenon? Anyway, great work... now I can't wait to see what's in stock for 0.7!
  5. That's really strange. It took me a few installs to get everything working, but I never had that problem. Have you tried making a new career save? Have you done all the fixes in the drop box?
  6. That's super weird. I didn't have that problem. Do you have any contracting configuring mods that add, edit, or remove contracts? That's my guess if any because I have an incredibly mod-heavy save with KSS, but not contract mods and it works fine.
  7. One thing I noticed is that some of the planets and moons are completely black. And if I restart, it will fix it, but then other planets and moons with become black.
  8. I'm not getting clouds. I see that there's something called "Clouds_Fix.cfg". Does this help? If so, how do you install it?
  9. Well holy excrements. There goes the rest of my Saturday night. KSP all nighter!
  10. Oh man, I can't wait for the release! Any say on it Mr Starcrusher?
  11. Pretty much. And then the value would be the "28 science gathered" from doing the description.
  12. AHHHHHHHHHHHHHHHHHHHHHHH So I have to ask again. What's going to be new with 0.6?
  13. I hate you @StarCrusher96! I just want my hands on 0.60!!!! STOP TEASING US !!!
  14. Sorry for being impatient, but do you know when the career-steady update is coming?
  15. Holy excrements... I'm actually really excited. You just don't understand man. Like, I haven't played KSP in over a year or two because I just get very bored of doing the same thing over and over again. I've had the game sine 0.17 and I've always done the same thing over and over again: Sub-orbital hops, get into orbit, get into a higher orbit, orbit the Mün, land on the Mün, orbit Minmus, land on Minmus.... then so on. Same thing, rinse and repeat. The game has gotten a bit stale after playing it for so long, even with mods. But this mod. I just don't know why, but it's completely reinvigorated my interest in the game. There's just something nice about having Minmus no longer a moon of Kerbin, having two tiny moons for Duna, and so on. That's not even the extra solar systems. I can't wait for the release that is career ready. However, @StarCrusher96, I have a few questions. Outer Planet Mod (OPM) is highly regarded as one of the best planet packs out there. Is there a reason you didn't incorporate it into this mod? After all, you pretty much remade the planets from OPM and put them into this pack to quell our outer planet cravings. I still look forward to exploring the new outer planets, don't get me wrong. Also, is there by any chance to rename Voon? With all due respects, I can't get over the name Voon. Especial for the fact that the four gas giants of the Kerbol system are all four letters. I don't know if that's the aethetic you're aiming for, but Voon just seems too off. Maybe it's just me, but I just think of Voon, and think of the Moon, or poon, or anything really. Perhaps rename it to Noova (which is Voon backwards with an added 'a' at the end). I know this is a small specific, and I know most people will tell me to just shut up since it's a non-gameplay related thing that I could obviously ignore. But that's just simply my honest opinion. Other than that, I am absolutely thrilled for this mod and can't wait to see more.
  16. I was so excited to see something that wasn't a complete overhaul, but something still amazing. Plus the lore is great. Shame it's not career ready or anything.
  17. I installed this, and for some reason it doesn't work. Am I doing something wrong? I just installed the mod, and nothing happened.
  18. This is what my point is. It seems too early to start an official mod development post if you haven't even started it. Hell, this is exactly what the "idea guy" does. Just goes to this forum, make some post about some cool super impractical and hard mod, then never do anything with it. So how on Earth are you going to make the textures for all the planets, the bump mappings, and whatnot? If you can't take a screenshot of anything, or draw something with pen and paper and take a scan (or a picture), how will you make textures? What was your plan there? Hardly an excuse to not have a single development photo, or anything. Have you done any research on how to make a mod. You don't need Kittopia Tech. You could use Kopernicus for planet making. With all due respect, I'd like to see this be a mod, but I feel like you have no knowledge on how to make a mod, and are just going to be one of the many "idea guys" who just come here and post something to never update it again. Making mods isn't easy (I've made my fair share of mods before, and they take a lot out of you). So if you can't make a simple MSpaint circle, color it in purple, and call it a a new star, I have no idea how this mod will ever come out. Please prove me wrong.
  19. Hi, I'm getting a problem Exception occured while loading contract parameter 'SCANsatCoverage' in contract 'ScanSatOfficial.SCAN_LoRes': System.ArgumentException: Missing required value 'targetBody'. at ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.SCANsatCoverage.OnParameterLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0
  20. Sorry man, but we're gonna need photo's. Even concepts. This just seems like one of those mods that get's started by some guy who has no idea what they're doing and just being "the idea guy". I mean, if you're actually going to work on this, great great stuff, but we need some information.
  21. CTT Configs: A long time ago, I made a quick patch that made a few things that added a new config to this mod. This basically implemented the new parts added with Ven's Stock Part Revamp to Community Tech Tree. Things like the Dachhound engine are unlocked before the reliant, and a couple changes with the SRBs. The Mk2VA cockpit is also unlocked before the MK2 (stock) cockpit, and the 2.5m Nova Nuclear engine is unlocked after the current 1.25m nuclear engine. This is for a sense of progression of engines. The Dachhound engine is much worse than the reliant/swivel, so it should be unlocked before. To install: First download and install Community Tech Tree (CTT) --> DOWNLOAD Just download the file from Space Dock --> DOWNLOAD And install it normally by extracting the gamedata folder within the file into the KSP directory. This patch works on all versions of KSP. And is licensed by MIT. Credit goes to @Ven for his "Stock Part Revamp Mod" and @Nertea for his "Community Tech Tree Mod".
  22. CTT Configs for Ven's Stock Part Revamp: Hopefully you can add this to the list of patches for mods. A long time ago, I made a quick patch that made a few things that added a new config to this mod. This basically implemented the new parts added with Ven's Stock Part Revamp to Community Tech Tree. Things like the Dachhound engine are unlocked before the reliant, and a couple changes with the SRBs. The Mk2VA cockpit is also unlocked before the MK2 (stock) cockpit, and the 2.5m Nova Nuclear engine is unlocked after the current 1.25m nuclear engine. This is for a sense of progression of engines. The Dachhound engine is much worse than the reliant/swivel, so it should be unlocked before. To install: First download and install Community Tech Tree (CTT) --> DOWNLOAD Just download the file from Space Dock --> DOWNLOAD And install it normally by extracting the gamedata folder within the file into the KSP directory. This patch works on all versions of KSP.
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