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TheKurgan

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Everything posted by TheKurgan

  1. Same here!! I love this mod... it's #$%&ing beautiful and functional and yes please fix it I have an ENORMOUS lag monster of a space station built with these parts, it's a 100% self sustaining mult-fuel generating and storage depot... my game freezes for about over 5 seconds when I get to the 4.1km (render range) point from the station... and I have the snot overclocked out of my Core I7 6700k with 32gb of G.Skill Ripjaw ram, a SanDisk Extreme Pro SSD and an MSI GTX 1080 also overclocked to heck.. I giggle when it freezes for this station... it took me 2 real days to assemble it in orbit, one module at at time.
  2. Am I just confused... or missing something? I see many mods that use this, but searching the forum here and a Google search doesn't turn up a link from Github, Spacedock, Curse or anywhere else reputable to download it... Does this have it's own thread that I have missed?
  3. Would love for one of you awesome coders to take this over, or make a mod that tells you what is causing the exception... at minimum for the exception to stay on the screen long enough to read it lol... I miss this mod. I'm getting alot of exceptions in my heavily modded game, and I'm having a rough time tracking down the cause.
  4. These are heavily modded, but might give you some ideas. All of them have probe cores as to be manned or unmanned.
  5. Some of the rovers I have built, many of them in various stages of evolution, one even up to Mk X... love my rovers, thought I would share
  6. Was bored, so I downloaded and installed Galileo's planet pack and decided to build a long range Karborundum powered science vessel... (The images were taken during testing on my less modded install without Galileo's Planet Pack) She might look strange, but performs very very well. Those black tanks are actually modded to carry ore, there are 2 x karborundum drills, and 2 x ore drills on the back right below 2 cargo bays that are attached to the bi-coupler. The 2 cargo bays house 2 small rovers, the Karborundum tanks.... and some other stuff. She is powered by 4 x large and 4 x smaller karborundum Torch drives and the 4 tanks and pylons can be jettisoned transforming this large lander into a giant powered glider that I have successfully landed at the KSC many times. It's so much fun... yes I added laser guns...
  7. Yeah, I'm pretty sure that is what is the cause of the ejection. Unfortunately that would mean an alteration of the model maybe?
  8. Well, it's not really an issue, it's more like a request? Sure though I will put it on git, thanks man.
  9. It almost works you can assign one crew member, but when you launch, he doesn't sit... he just freaks out and gets ejected... sometimes very forcefully
  10. Hey @linuxgurugamer I have a question, I ask this for 2 reasons; 1 I love this little mod, and I would like to slightly broaden it's functionality, and 2 I'm still learning with regards to .cfg files, and if this works I'll be thrilled The EAS-316 "Meadowlark" Observation Pod aka SXTmeadowlark in "SXT Continued" mod (that I just figured out you are the one continuing!!) has two external command seats in it, and they have the same module, "KerbalSeat" just like the Squad external command seat... Can we assign crew to them in the editor with a little tweak of the .cfg file? In the TakeCommand.cfg file, this is what it says: @PART[seatExternalCmd]:FOR[TakeCommand] { CrewCapacity = 1 MODULE { name = TakeCommand minimumCrew = 1 } //INTERNAL //{ // name = GenericSpace1 //} } BUT Would something like this work better? I'm testing it now to see if it works. @PART[*]:HAS[@MODULE[KerbalSeat]:FOR[TakeCommand]] { CrewCapacity = 1 MODULE { name = TakeCommand minimumCrew = 1 } //INTERNAL //{ // name = GenericSpace1 //} }
  11. I've use Infernal Robotics to stuff like that, worked pretty well.
  12. Having a weird... issue... First off, I have cheated... I have enabled the stock resource scanner to scan for Karborundum, and I have increased the altitude it can be scanned from to match Ore, but it doesn't work. It worked before I installed GPP, but now I am getting a "Too High" error when scanning for it at the same altitudes as I did before. Any ideas? besides "Stop cheating" Disregard above, problem solved... and yes I'm still cheating
  13. This was not the case for me, I loaded this mod into a copy of my game, and everything was fine... all my satellites were in different places, same with anything in orbit... stuff landed didn't fare well, but nothing was manned. Oh and all the Kerbals lost all their experience.
  14. The 3 little engines in the OP ? they work perfectly !
  15. That's unfortunate man, this mod , along with SVE, EVE, and SVT really make the game beautiful. I built a new machine one part at a time, I already had a nice case, so I purchased the parts in order of cheapest to most expensive... power supply, hard drives, then motherboard CPU and ram, and lastly video card... too me nearly a year, but I have a very decent machine now and didn't break the bank.
  16. Back in July, I posted these pics on Kerbalspaceprogram.com:The ocean was absolutely beautiful... in one scene it looked a little windy, in the other scene it was a pretty rough ocean... I cannot for the life of me recreate this... I just can't get the whitecaps right... they just don't look right, I mean they look good, but the foam is pixely and looks nowhere as real as the ones back in July. Has anything changed? or am I just not getting the settings right... I mean I have been at it for hours... pathetic hey? I just want my beautiful Newfoundland ocean back.
  17. Well.. there's one of my problems!! I was installing the latest versions of each! Thanks man! I've often been that stereotypical dude who says "Pfffft... instructions... who needs instructions" lol it's failed me more often than not LOL. I was also trying the Para Sci... Wheeeew... seems much better now, thanks again Galileo.
  18. I'm lost... just absolutely lost and confused and frustrated and BLEH!! Stock Visual Terrain and Kopernicus, Stock Visual Enhancements, Environmental Visual Enhancements, Scatterer, Para-Sci High-Performance Atmosphere Pack... I just want my game to look as good as it possibly can... without errors and glitches and out of memory errors and crashing and multiple configs from the above mods having to overwrite the stock configs from this mod and that mod... and I'm babbling and getting more confused... I wish you guys could get together and make a mod pack... call it Visual and Environmental Enhancements and Scattering Effects. VEESE. I've been all evening trying to get all these mods to play together nicely, but with the multiple configs, overlapping, and the quest to find the most up-to-date version of each mod (which doesn't seem to be the best course of action in some cases), I have failed... and I'm sad. I'd pay someone to slam all this together into a working mod pack... in a zip file... just an unzipintoGamedataandPOOF!! yer stuff looks amazing modpack!
  19. EVERY part in the game is compatible with tweakscale, all you need to do is write a tiny simple .cfg file and put it in the patches folder inside tweakscale. For example, here is one I made for the retractable engine made by BahamutoD (Type can be free, stack, free_square or stack_square): @PART[bahaSRadialEngine] { %MODULE[TweakScale] { type = free } }
  20. Yes, I tried it, still doesn't seem to work properly. I'm messing around with it myself to see if I can make it work.
  21. @alexustas I have to say this... The ASET landing leg is hands down thee best looking landing leg I have seen in this game. It's truly a shame that it doesn't work properly anymore. The attention to detail is remarkable.
  22. Mind = blown... So if I wanted a resource to be varied extremely from it's minimum of .01% to a max of 5% withing a specific biome, I should use a variance of 100% and a dispersal of... WTFK (Who the fBEEPk Knows) lol, thanks for the info, appreciated.
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