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Everything posted by HeyThisIsntFallout
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
HeyThisIsntFallout replied to Thomas P.'s topic in KSP1 Mod Releases
Does that imply that the game breaks if you try to load multiple packs without it? And it doesn't support every pack, so is it keeping track of which mods have planets that don't occupy the same space? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
HeyThisIsntFallout replied to Thomas P.'s topic in KSP1 Mod Releases
I'm not really understanding what this mod does... -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
HeyThisIsntFallout replied to Thomas P.'s topic in KSP1 Mod Releases
I'm not finding any specific answers to this and maybe i'm overthinking, but can you use multiple planet packs? I've only used Outer Planets Mod so far, but I just found the planet packs page and am interested in some of them. I would think that you can't, because if 2 different bodies were to occupy the same space, I can see that as game breaking. Thanks -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
HeyThisIsntFallout replied to linuxgurugamer's topic in KSP1 Mod Releases
Ayyyeee it worked. Which is great, if not just because I was so tired of seeing the "add available updates" button lit up -
Better Burn Time when paired with Maneuver Node Evolved is exactly how the vanilla version should have operated and it makes traveling through space way more fun. For experiment packs, I love Scansat and Surface Experiment Pack, more than all my other packs combined. KIS and KAS, I think, is on everyone's list; the game dynamic that those two mods bring are legendary. Also, anything by RoverDude, I have almost every mod he's been a part of, the USI series is of course my favorite. I'm waiting for Squad to name a moon after him. Lastly, the Near Future series expands the breadth of KSP by magnitudes and if you want a game that makes you feel like you can do anything and go anywhere with minimal repetitiveness, the NF is your mod. Finally, Astro/Cosmonauts for Texture Replacer is just fun to use. I know I name a dozen mods, but I run about a 100+ of these things, so it's impossible to narrow it down anymore.
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I hope this mod is still being supported, I love it so much that it's one of my essential mods. I just did a fresh KSP install, deleted every mod and started a new career and would like this mod to be 1.3 compatible. I'm not one of those guys who badgers authors after an update; the only worrying thing is that this forum hasn't seen a reply in over 2 weeks. So, like I said, hope this mod's still getting some love.
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I'm manually installing some mods after doing a fresh install of KSP and deleting every mod I had. My game was crashing a lot and I want this to be cleaner and I want to get more efficient with modding. So, right now, I am manually installing a mod and I am seeing that some files from that mod's GameData file already exist in my KSP GameData folder. For example, I was manually installing Ven's texture revamp and saw that it included Module Manager 2.7.2 while I already previously had MM 2.8 installed. I was told to not add the 2.7 because Ven's will work with 2.8 but KSP 1.3 won't like 2.7. Good advice. Now, I am installing USI MKS and am seeing that a lot files in the Mod GameData folder that I either already have or in some cases have a more complete set of. For example, USI MKS comes with the Firespitter plugins, but I already have the Firespitter file and it has a lot more than plugins, in it. Question is, is there a streamlined way of doing this or is that exactly the work that CKAN was made to alleviate? Is this a part of manually modding; going through these files individually? Because I'm not sure blindly moving over GameData folders and duplicating files are a stable way to play a game, not to mention, it leads to clutter which leads to the urge to clean install, sometimes. A more serious question would be, if i'm dealing with these duplicate files, how do you decide which to keep? My logic would say that if it's already been installed through CKAN, it's probably the newest version.... maybe.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
HeyThisIsntFallout replied to RoverDude's topic in KSP1 Mod Releases
Just stopping by to let others, and maybe @RoverDude if this wasn't purposeful, know that the Github file is updated to ver .52 while the Spacedock file is still on ver .50. After not seeing it on CKAN next to all the other USI mods, I checked Spacedock and saw that the version wasn't known to work with 1.3, so I've been playing without it on a new career game, waiting. Just checked the Github and apparently I have just been missing out . So no one makes my mistake or downloads an older version while the newest is accessible. Happy flying. -
Hey, so I'm seeing here that I don't need to wait for the mod to be updated on CKAN because it works with KSP 1.3. But while manually installing, I notice that the mod's GameData folder includes ModuleManager 2.7.2. I already have Module manager 2.8.0; is this going to be a conflict? I don't feel like I should have two MM versions, will Vens mod work with 2.8? Thanks.
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
HeyThisIsntFallout replied to linuxgurugamer's topic in KSP1 Mod Releases
So, I see I am not the only one. To piggy back off this, the power response configs installed just fine -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
HeyThisIsntFallout replied to RoverDude's topic in KSP1 Mod Releases
I'm already upgraded to ver. 1.3 and it's only by pure dumb luck that I decided to delete KSP and all my mods so that I could do clean installs, last night. So, I don't have to worry about incompatibilities between 1.2.2 compatible mods and 1.3. I think I'll start a new game with the mods I have and install Kolonization and other mods as they get updated. Like I said, purely dumb luck that I was planning on starting a new career, as a new update rolls out. Thank you for the insight though; I've played KSP for a couple years, but only seriously (and with mods) for the past 9 months. So I haven't had to deal with too many update cycles yet and this has been throwing me for a loop for the last few hours. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
HeyThisIsntFallout replied to RoverDude's topic in KSP1 Mod Releases
Yo, am I an idiot or is there something wrong with USI Kolonization on CKAN? All of your other USI mods are showing up in my "All" filter, but not Kolonization. Is it paired with one of the other USI mods now? Did you remove it from CKAN? I just fresh installed the game and am fresh installing all my mods and I love this mod, so it's essential. -
Thanks @Olympic1, that's a relief. Yea, I saw the KER comma typo problem; for my own curiosity, is there any delay on the CKAN end when authors complete their work on an update? Like, do they submit it and then CKAN indexing takes system/developer action or is it pretty instant after an author sends it out to be indexed?
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Basic CKAN operating procedures question: I'm doing a fresh install of KSP and my mods to start a new game (last one was really cluttered and messy). While trying to install some essential mods like KERedux, Community Tech Tree, Dmagic Orbital science, etc (mods I know that I didn't manually install before), they aren't in my compatibility filter; is this because KSP ver 1.3 was just released? I know that CKAN and KSP just got updates, so does this require the mod authors to update their mods, so that they become installable from CKAN? Is this just the upgrade cycle, the nature of the beast, when using CKAN and therefore, 1 by 1, these mods that I was using last week, will show up in my compatible filter with the option to download? I've played the game for a couple years, but only really seriously (and with mods) for about the past 6-9 months, so I haven't been through too many KSP version update cycles, yet.
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So, i'm trying to build a craft and this problem arises every so often; I am wondering how to change the focal point of mirrored parts. Here's a shot because the few threads where I think this is the problem people are asking about, there is always a confusion on the interpretation of the question. The current mirrored rotation of these lights means they rotate with the small yellow arrows and "meet" on the yellow axis/arrow. I want the lights to meet and rotate outward from the blue arrow so that, if the blue arrow (by the VAB door) is 12 o' clock at this angle, the lights are sitting at like 2 & 10 (as opposed to 2 & 4, right now). Essentially, rotating the mirror focal point 90 degrees. Let this jankily drawn representation be the standard by which all understand this dilemma and hopefully find their answer.
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[TextureReplacer] USI Kolonization Class Suits
HeyThisIsntFallout replied to fast_de_la_speed's topic in KSP1 Mod Releases
Alright, sorry about about.- 49 replies
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[TextureReplacer] USI Kolonization Class Suits
HeyThisIsntFallout replied to fast_de_la_speed's topic in KSP1 Mod Releases
I might be in the wrong spot, so I'm looking through my mods for the one that introduced the class system and I think it's either this one or the USI MKS Kolonizaiton mod and I didn't see anything about the classes in the "added features" section. So, i'm assuming it's this mod that did so. P.S. - This overlap just popped up, because I have perused the class system before and it's looked fine.- 49 replies
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[TextureReplacer] USI Kolonization Class Suits
HeyThisIsntFallout replied to fast_de_la_speed's topic in KSP1 Mod Releases
Hey, have you run into this overlapping bug?- 49 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
HeyThisIsntFallout replied to RoverDude's topic in KSP1 Mod Releases
There's nothing about the Sunflower Portable light in this thread and I can't find it on the Github page. Is it completely stand alone or can it send or receive power or attach to anything or do anything besides be a light source? -
I'd rather just change a number in a config file. I'm on a fresh game and using the last of my cash to launch $90k rockets to do rendezvouses in orbit for this Mun mission. I only have the 45 cost R&D tier unlocked and like 3 technologies from the 90 cost R&D tier, thus I need quantity to replace my lack of quality parts. I don't have a lot of extra resources for unscheduled missions.
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Which file (location) determines how many objects we're holding in our inventory? I accidentally blew up a power plug used for the SEP mod and I'm an idiot and didn't bring any extras. I'm sitting on the Mun with no save since setting up my whole test area and I am 1 plug short of being able to use all my experiment packages.
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Hatch status: closed
HeyThisIsntFallout replied to HeyThisIsntFallout's topic in KSP1 Mods Discussions
First off, turns out this helps: https://github.com/BobPalmer/MKS/wiki So, I just tested a few combinations with the use of two rovers on the launch pad. Indeed the CoT Jr's can be docked, undocked and allow pass through. I thought I had a screenshot, but apparently not, though it's easy to understand. (Screenshot 1) Here, I moved onto the CoT Jr construction docks. I do not know the difference between "compressing parts" and "multi-weld" and I can not find a reference to multi-weld on the github page; they seem to do the same thing. While I got this unsightly gap after compressing the docks, I believe it's easily avoided by sinking the docks into the cabins a little bit. Two things that caught me off guard about the CoT construction docks: 1) After docking, but before welding, I found I could not undock the crafts. Is docking, like welding, permanent? While testing, I restarted the game and it worked when I went back to get more screenshots. So, bug. 2) Ok, so "Hatch status" does not update real time, for one. With both stock and CoT construction docks, I could open and close hatches (I know that the stock docks were open or closed because I could or couldn't transfer Kerbals, respectively) and the status remained the same. Piggybacking off that, it seems that I can't transfer crew through CoT construction ports unless I compress/weld them; is that the case? While we have these two connected, how do you transfer fuel? I have a refuel station orbiting the moon that i'll be using and I thought it was alt-click both docks to see the "In/Out" interface, but nothing showed up. I do have the Ship Manifest mod, which I have never used, but it seemingly let me cheat and I hit "refill resources" and got everything back for free. I do not want to use this as an alternative to the realistic "in/out" refueling. Finally, as some guys here and the Github page mentioned, stock and construction ports can not be combined. -
Hatch status: closed
HeyThisIsntFallout replied to HeyThisIsntFallout's topic in KSP1 Mods Discussions
Now this is the kind of info that hours of searching doesn't find you. The mod thread only ever tells you what's included, same goes for video reviews and stuff, but never this nuanced stuff like what "snap" even is, thank you. As you and @DStaal pointed out, I did trace this to CLS and was kind of wondering if it was the difference between the construction and regular docks. That's very unfortunate though, because they attach to each other in the VAB, so I feel misled. I supposed opening hatches into space wouldn't be smart, but I thought it was more about... idk, opening the dock to be accessible to the other dock, not in terms of actually exposing the interior of the ship. Thanks, I'll change some things around and see if anything changes. Hopefully, similar docks allows for the magnetic attraction and everything else just falls into place from there. -
I have been trying to dock this for 45 minutes, I just realized that the hatch is closed, on both sides none the less. But there is no option to open them. What have I done wrong?