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Everything posted by TheKurgan
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
The Scatterer ocean thing is minor, but is there a way you can fix it in the next update? or did I miss something when I installed it?- 7,376 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
TheKurgan replied to Galileo's topic in KSP1 Mod Releases
I've set up your planet pack as a separate solar system (GPP Secondary) using this simple .cfg file: Is that all I have to do? It seems to be working fine. To get the Scatterer oceans to work again, I had to add a planet list cfg file to the GPP_Secondary folder, it includes all the stock planets. After that it seems fine.- 7,376 replies
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A Runway that DOESN'T Erupt like a Volcano?
TheKurgan replied to TheKurgan's topic in KSP1 Mods Discussions
LOL! @kerbiloid Did you make that up? or is it quoted from somewhere? Awesome by the way! -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
TheKurgan replied to Shadowmage's topic in KSP1 Mod Releases
One weird thing I have found with the heavy and medium landing gear is that I have to press G twice to get the landing gear to stow after take-off. -
[1.3] Version_2.0 Industries Rover Pack
TheKurgan replied to MichaelV2.0's topic in KSP1 Mod Releases
I've been doing this for a long time now, I did it alot when OPT Space Plane Parts was changing names... I have even recovered a few forum member's large creations using a simple find and replace using Notepad ++. Sometimes it can take a little work, but it's really very simple... as long as the model itself doesn't change much. The inconvenience was worth it, no apologies required- 19 replies
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[1.3] Version_2.0 Industries Rover Pack
TheKurgan replied to MichaelV2.0's topic in KSP1 Mod Releases
Thanks again for updating this mod! With regards to the part name changes, I used Notepad ++ to simply find and replace all the old part names with all the new part names in the .craft files of my rovers that use your parts, it worked perfectly... so nice to have them back again. So glad I saved them. Cheers!- 19 replies
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Thank you very much for updating this mod, I have been using it since it's birth, and a couple of my favorite rovers are based upon it. Cheers!
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@Denko666 SO, I decided to solve this little problem myself, and created this MM patch to add the capability I wanted to the Kerbal Planetary Base Systems ISRU: But, it didn't work, and I couldn't figure it out... for hours... then I found it. In this mod, LqdDeuterium is spelled LqDeuterium. In the Community Resource Pack, it is spelled LqdDeuterium. I changed the spelling of this for all instances in this mod, and WOOHOO! it works.
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Loving this mod, I am creating a ship to travel to other solar systems and basically stay out there forever I use many many mods, including TAC Life Support and all of the USI mods (excluding their life support). I have only one issue so far, I cannot figure out how to create or gather LqDeuterium. Is there a way?
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[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
TheKurgan replied to BahamutoD's topic in KSP1 Mod Releases
WOW His models look awesome! -
ExceptionDetector 1.1 [KSP ANY VERSION]
TheKurgan replied to godarklight's topic in KSP1 Mod Releases
AWESOME!! Thank you! -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
TheKurgan replied to Gameslinx's topic in KSP1 Mod Releases
Keeps getting better Thank you!- 2,454 replies
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A Runway that DOESN'T Erupt like a Volcano?
TheKurgan replied to TheKurgan's topic in KSP1 Mods Discussions
Yes, once in a while, I have a less than perfect touch-down with one of my massive OPT space planes, and I damage the runway... Then the bleeping runway ERUPTS.... raises up like an explosion happened below the surface, ENGULFS 30 - 100% of my plane and rips it to a million pieces... turning what would have been a bad landing, but most likely a survivable one, into a complete loss. Even Kerbals would have figured out that there was a design flaw in their runways by now. I don't want to ease the physics, or anything like that, if you have a poor landing, there should be some consequence... but not 100% annihilation. -
Simple question. Is there a way to mod KSP so the runway doesn't explode and erupt as if a massive explosion occurred below it's surface? I mean, ok, I understand the runway getting damaged and becoming unusable until it is repaired, but near volcanic like explosions? Is this moddable? Thanks.
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You know that you have over-modded KSP when...
TheKurgan replied to MedwedianPresident's topic in KSP1 Discussion
When you have no hope of EVER exploring all the planets from all the planet packs and extra solar systems you have installed... even with Alcubierre Warp Drive! AND you give your wife your Core I7 6700 and 16gb of ram to upgrade to a 7700k ( overclocked to insanity with water cooling and delidding) and 32gb of faster ram -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
TheKurgan replied to Gameslinx's topic in KSP1 Mod Releases
I know right? I used this planet pack when it was first available, I played with it for a week, then removed it in favor of GPP... now I have this pack as my main solar system expansion, and GPP set up... lets say differently- 2,454 replies
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I wonder if he is actually human... Well whatever you are, you're awesome.
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@ctbram The dependencies on the github page, and the wording "Featuring the mods:" on the opening post really threw me off too, but when I clicked on the LATEST RELEASE on github, and read the dependencies (which have up to date links), everything was smooth from there. Hope that helps. Stock Visual Enhancements has a list of dependencies and suggested mods just as long as this one.
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No problem, I got it working, the confusion, for me personally, was the dependencies on the mod's front Github page. Once I actually read what was under the latest release, I got it.
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Both are listed as dependencies. No offence to the mod's creator, but the OP and the github page should be edited to be more clear for nubs like me lol I would love to try this mod, it looks fantastic! I would love to compare it to SVE and SVT, but I am now more unsure of the dependencies then when I started. EDIT: I figured it out... wow, I should get more sleep. if you click on the newest release on github (and actually read), it gives you an updated list of dependencies. Still, the OP and the project page on github may need a little edit.
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ok... Now my confusion is justified in my head... on the github page for this mod: Dependencies Kerbal Visual Enhancements Thank you RangeMachine for bringing back E.V.E. 7-4.
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Ok so I get rid of SVE and SVT. grab the couple of dependencies I am missing... KPSRC, KVE, and OPMclouds (I USE OPM). Thanks for the truly rapid reply!! OPM Clouds looks really old... Ok... still confused, the list of dependencies on github list OPMclouds and KSPRC.. one of which has not been updated since 1.1.2... are they still good?
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I don't know why I am having trouble with this mod... maybe having an extended brain fart this morning... Right now I use SVE, with EVE, SVT, Scatterer, Planet Shine, Distant Object Enhancement and Texture Replacer (replaced). I want to try this mod, it looks awesome! I downloaded the "New Download" from the OP, and the 8k Textures. I have made a copy of my install for testing and such... what else do I need, and what do I have to remove from my install? Thanks, and sorry... I'm not normally such a newb... my blood sugar may be high
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[1.8.x]GN Drive from Mobile Suit Gundam 00
TheKurgan replied to flywlyx's topic in KSP1 Mod Releases
I have a strange issue, when I assign a hot key to hover and try to activate it in flight, it doesn't work properly. It works perfectly for Antigrav both to activate and deactivate, but for hover, it will deactivate hover, but will not activate it, I have to right click on the engine itself and choose "hover" And there doesn't seem to be an option to activate Trans-AM with a hot key.