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TheKurgan

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Everything posted by TheKurgan

  1. Using nuclear reactors needs to come with much more risk. I use nuclear reactors from 2 different mods, Solaris Hypernautics, and Near Future Electrical, and using them is risk free... Unlike solar panels, which are very "unlikely" to kill you, Nuclear reactors built by Kerbals should be very risky to use... IMO. I would LOVE to see a mod that patched all the common nuclear reactors in such a way, that if they over heated or were destroyed by impact, they explode in a similar fashion as the nuclear weapons in North Kerbin Dynamics. What do you guys think? @Nertea @Carbonjvd @harpwner
  2. What? 1.2.... wha... Trains??? we're getting trains in 1.2??? I know someone mentioned trains.... ned moar slep... ZZzzz...
  3. AH HA!! I have added sound to the huge, amazing, super powerful "Indominus" Thermonuclear Plasma Engine!! I added this: sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout Right after the line; fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout Line 17 I think...
  4. I am liking this mod alot, and I can understand a magnetic engine not making much sound... maybe a decently audible hum? BUT I really wish the huge, amazing, super powerful "Indominus" Thermonuclear Plasma Engine made some noise... it should be frickin LOUD.. with a plazma-like exhaust coming out of it.... Like... honestly, the "spark" has a bigger flame and makes more noise lol.
  5. Only thing "missing" is a cockpit that nobody uses... Here is an example of 2 parts that have changed internally within the .cfg files and inside the .craft files: title - OPT A Cargo bay - In the .cfg file it's called a_6m_cargo - in the .craft file it is a.6m.cargo has changed to Title - OPT 'Avatar' Class Cargo Bay - in the .cfg file c_6m_cargo - in the craft file it is c.6m.cargo title - OPT A Bicoupler - In the .cfg file it's called a_2m_bicoupler - in the .craft file it is a.2m.bicoupler has changed to Title - OPT 'Avatar' Class Bicoupler - in the .cfg file c_2m_bicoupler - in the craft file it is c.2m.bicoupler I used Notepad++ to find and replace each of the changed parts names in my .persistent.sfs file and all my .craft files and all my broken stuff was fixed.
  6. I know this for a fact as I have spent the last 2 hours figuring out which parts (that I use) have changed, what they have changed to, if they are indeed the same actual part AND then replacing each parts changed name in each instance it is used in all my craft files... and it worked... The Kurgan is happy
  7. Parts were renamed... yes. The parts names "as used inside the craft files" were changed or removed and replaced with parts with the exact same dimensions and mount points. Absolutely 100% beyond a shadow of a doubt.
  8. Ok, I think I got it, I replaced 2 of the engines (ARI and MK2) and all of the wings (to fix my tweakscale issues) with the old ones, then did a find and replace of my save file and all my craft in order to: find a.2m.bicoupler replace with c.2m.bicoupler find a.6m.cargo replace with c.6m.cargo Save files and craft files restored!! AND I get the new pretty stuff!! Yay!
  9. Love this mod and want to use the update, but so many parts have changed names.
  10. The Kurgan is crying... 75% of all my ships use OPT parts, about 30 of my 40+ ongoing missions and flights use OPT parts, and they are all broken. I wish I could use this update, but I can't. Oh, what happened to the Tweakscale for the engines? It doesn't seem to work anymore.
  11. I'm confused.... was there an update? is there a change log? There are no parts listed under the heading...
  12. YES it is but I tweaked the setting in Scatterer to get the ocean to look like the ocean off the shores of my home town in Newfoundland Canada!
  13. Hey sDaZe, I was playing around with the KSC Switcher mod, and decided to try fr_kourou. When I tried to launch a space plane I ad this happen, so I went into your launchsites.cfg file and changed the radius under PQSMod_MapDecalTangent for fr_kourou to 4900 (from 4500) This fixed the problem of planes doing a beautiful backflip upon launch, but it does mess up the shoreline a little. If there's a better solution like changing the repositionRadiusOffset or something, I don't know, I didn't dick around with it.
  14. Thanks Duski its Version 2.0 Industries rover cab, crew and cargo rack with Buffalo chassis and wheels. alot of wheel tweaking (traction control, shock settings etc)I could send you this rover, but it uses alot of mods, solar panels from B9 Aerospace, Infernal Robotics parts ( and their rework packs) Near Future electrical generator, KIS and KAS parts and BD Armory... yeah
  15. Some wreckless driving around what I guess is Mt, Olympus. 9 min long... video quality isn't so good... couple of explosions... couple of pretty big jumps.
  16. I made a copy of my gamedata folder and my save folder of course, in order to do some testing, and to ensure that both folders were identical except for: - Kopernicus - The included EVE and SVE (I use the latest version of these in the other version of my gamedata folder) - RSS-Textures (ruled out) - The included version of Scatterer (I use the latest version of this in the other gamedata folder) - SSRSS - I already had ModularFlightIntegrator as part of FAR. - Sigma I left in both. I opened all the .cfg files and .physics in the game at the same time with notepad++ and searched for the aeroFX values, but they were all the same as stock... Im baffled... its not a big deal though, Ill just live with it for the sake of playing this awesome mod.
  17. Ill try it... brb My god, even with a top of the line SSD, my game takes like 2 min to load Deleted Scatterer, its not that.
  18. I sincerely hope I do not offend the mod creator in any way, as it is honestly not my intent. I really love this mod.. ALOT, the fact that it is stock sized means that I do not have to modify my existing ships much at all in order to explore our solar system. I know there is a way, in some config file, to adjust the lighting and aerodynamic effects, but I have not found it. If someone would please assist me, I would greatly appreciate it. In the split screen linked below, the left side is without SSRSS, and the right is with it... that is the only difference. is there a way to make the lighting and aero FX similar to the one on the left? Thanks https://youtu.be/Ico3NlRqo6A
  19. Yes, my apologies, I didn't explain what I meant. The Aero effects were never so pronounced for me... I could always see my ship clearly until I reached about mach 3. I reinstalled Scatterer from Spacedock, and it seems fine now. edit: and that messed things up altogether... sigh. Sorry if I'm being a newb here, but can someone tell me how to decrease the areo effects but keep scatterer working properly? in the meantime I'll keep trying to figure it out on my own... thanks in advance. edit: AHHA... the n00b is learning... found the PhysicsModifier.cfg file and deleted the AeroFX portion. I do love your mod, but I like to see my pretty ships too Cheers.
  20. Love the mod so far BUT, after I installed it everything looks great except my planes look like this even at mach 1... and I can't figure out how to fix it.
  21. Thanks Berlin, I got it and installed it... and oddly enough my weird bug/glitch is gone. Cheers.
  22. Oh god, manually of course CKAN gave me nothing but grief the one time I tried it.
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