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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Yes you can adapt Plume Party to RealPlume. Plume party is a library. SmokeScreen is the plugin that acts upon a library. This pic may not look it but @Nessus_ did just that for @damonvv All of Tundra Exploration's fancy plumes are made by me and therefore are Plume Party. It is a plumes pack for part makers to use and an answer for folks who want nice plumes but don't care about plume expansion or the inherent performance hit Smokescreen can bring. It's currently not ready for release.
  2. That depends on if @Jso can be bothered to update the RealPlume configs to use Plume Party, and the trouble that he will face as Plume Party plumes are typically sets of 2 or 3 separate FX for the main flame. If he can't be bothered, then it's either-or and that's that. The purpose of Plume Party is that users who can't bare to (for performance) or have no desire to run RealPlume (like myself) can have non-crap engine flames.
  3. That problem involves my mods (Deep sky Core, Thor Tech, Airline Kuisine-- the DS_xxx tank types are mine) and Angel-125's mods and their Classic Stock mode. This is when my mods are no longer in the same play mode as Angel-125's mods (likely caused by a manual update of my mods or CKAN restoring files in my mods that are disabled by the play mode switcher. That said.....I can't begin to grasp how reinstalling SSPXr cured your problem.
  4. Adding a life support mod mid-game is dangerous business but can be done. It typically will add Snacks storage to all crew-baring parts. Just be sure to quickly and surely disable it so you have the freedom to design and cheat the necessary parts into your existing ships so nobody starves or dies. SSPXr already has a Snacks config but the greenhouses need re-tuning and the Snack Grinder module is weird. It operates at 100x what is expected.
  5. Because this. In spite of the "simple name change" one should not easily assume Galaxies Unbound is merely a sequel to KSS.
  6. Go into the SPH or VAB (which one you enter does affect your options) then click the KK button in the app bar near the bottom right of the screen. The launchpad dialog will appear.
  7. Team Galileo knows about KSC Switcher. Galileo dropped support of it and rebuilt the KSC via KK at each of the alternate locations because KSC Switcher cannot move KK things and it's lame to only ever have one space center exist at a time. Perhaps if anyone is up to it they could build a "default KSC" KK group which can then be copy-pasted anywhere and unlocked in career for a (very) hefty price-- prices that can only be managed once the player has unlocked most level 3 facilities at the actual KSC and built up enough funds from recovering big, costly ships and winning at contracts.
  8. No, my dude. That is inconceivable. Share your logs. (Click the abort button in my sig to learn how)
  9. When you start making or messing with mods and you have the mind of an engineer or a practitioner in any logic-intensive field, you're going to want things to be physically accurate and measurable at every turn. These little things don't mean much to the simple player, but for the core fan-base, people who know the various maths and sciences, these things matter a lot. The unit for ElectricCharge is the biggest thing that has been argued over as far as I can tell. And just what is the unit of a relative wing area? The square wing board with the value of "1" is 2m long per side. And I've seen wheels that can take 5 million stress in unknown units.
  10. Most, hopefully all planet mods that work in 1.4.x will work fine in 1.6. Anything that works in 1.3.1 or older is not promised, though. Planet Cyran, Planet Cerillion and Planet Arkas (same maker, TheWhiteGuardian) last updated in 1.2.2 and might still work, but Interstellar Adventure Revived by ProtoJeb21 is definitely broken after 1.3.0. And I can comfortably say Planet Factory and Kerbal Galaxy are also very dead. That said, I know these work just fine: Galileo's Planet Pack Grannus Expansion Pack Outer Planets Mod (reposted by Galileo) Gameslinx's Planet Overhaul Before Kerbin After Kerbin Whirligig World Alternis Kerbol Rekerjiggered (well there are no complaints in its thread) Seven Worlds of SLIPPIST-1 Other Worlds Reboot The World Beyond
  11. Check the CKAN thread. Maybe there's a discussion about this already.
  12. Someone, and someone very awesome, finally made a mod for this, and so I've used it for OPT Spaceplane Parts. Green highlight is Photoshopped and only for you to recognize the OPT icons. It's as easy to setup as categories in Community Category Kit.
  13. Pics for clicks! Demonstrated with OPT Spaceplane Parts! (Green highlight is Photoshop and only for you to recognize the OPT profiles)
  14. OPT Legacy 1.2.5 Reassessed some bulkhead profiles: updated avatar and chimera Fixed missing bulkhead profiles Added non-spool secondary mode to ARI-73 engine (for vacuum friendly operation) Moved Stail lab to unlock alongside the J lab OPT Reconfig 1.3 Re-evaluated some bulkhead profiles: "i" parts are now in "size2" "juno" parts go to "j" Added CCK-style custom bulkhead profiles Added non-spool secondary mode to ARI-75 engine (for vacuum friendly operation) Slight increase to Dark Drive's RTG output DOWNLOAD - OPT Reconfig DOWNLOAD - OPT Legacy Now featuring custom cross-section icons thanks to @taniwha newly released mod! (Green highlight is only for your discernment. They do not actually light green in-game)
  15. Release 2.2.2 [No-LS] Fixed Ore crusher input resource errors. Fixed some processors appearing in Nuclear Propulsion tech node when they shouldn't. They should now appear in Stock Science Tech node or CTT's Hydroponics node. Added in-game declarations for compatibility with WBI Play Mode. DOWNLOAD :: SpaceDock :: GitHub ::
  16. Deep Sky Core 3.0.6 Added in-game declarations for compatibility with WBI Play Mode Thor Tech 0.9.6.6 Fixed missing bulkhead profiles. Missing Tweakscale for new RCS ports. Added in-game declarations for compatibility with WBI Play Mode. Sorry for not delivering anything particularly interesting yet/ in a long time. GET THOR TECH :: GitHub :: SpaceDock GET DEEP SKY CORE :: GitHub :: SpaceDock
  17. Deep Sky Core is a small mod shared between Airline Kuisine and my other part mods. It contains shared and vital things like the B9 tank definitions and the in-game agent stuff. CRP Mode vs Classic Mode is a matter of Angel-125's mods "Wild Blue Industries" if you use them. They default to Classic Mode which makes them run on their own resource system and not CRP, which was created due to huge issues between himself and CRP. If you have those installed, click on the "WBT" button in the stock apps tolba when you're at the KSC scene. A window will come up listing 4 play modes and showing which one is active. If CRP is not active then click CRP > click OK > restart KSP.
  18. @traisjames The problem you're experiencing usually means Deep Sky Core is in either CRP mode or Classic Stock mode and the Wild Blue Industries mods are set to the opposite mode. Otherwise I assume Deep Sky Core ( GameData/DeepSky/00DeepSky/ ) is not installed. If neither of these are the case, please share a zip file containing your full KSP.log and this file: GameData/ModuleManager.ConfigCache
  19. Be my guest and do so. And do it well because we'll be waiting. Many may want to use KSC Extended with GPP but you're only the first who asked.
  20. @Vectorv12 well you'll have to open each part config and look at their name = value. Also look at the log console in the debug window (press Alt+F12) while in the VAB/SPH. Whenever you pick a part from the part select, attach to your ship, or delete from your ship, its name value will appear in the log. (Note that some characters like underscore are converted into periods in-game.) When you're focused on a given part, note the size that it fits onto (for a stack) or not at all, or both. If it doesn't have a bulkheadProfiles = x already, add this, and give it the appropriate value(s), comma separated, no quotes. Valid values are srf, size1, size2 (respectively for surface-attach, 1.25m, 2.5m). Once you've done all that, save your changes to the config files and restart KSP.
  21. That's the bulkhead profiles bug. Parts missing this key ( bulkheadProfiles = x ) are the trigger. KSP now gets miserable when it doesn't know what to sort such a part into.
  22. No, it's not. Gael's topology and the GSC being in a different location cause this. And the GSC Island might not have enough space for KSC Extended. Its author would likely have to delete a few things or create a whole new layout to fit the island.
  23. Somewhere between late 2016 (the year that I got KSP) and February 2017 I started writing mods. My first few steps in as a modder were around custom resources and life support. I love the idea of mining and using things other than Ore to make fuel (and using fuel/engines other than LFO) and other needed things that go into tanks; I loved USI Life Support and Karbonite; and I love spaceplanes. The first mods I ended up writing for were Galileo's Planet Pack (a team effort including myself) and Airline Kuisine, a mod all my own. I created Airline Kuisine because life support mods intrigued me, USI was my choice of life support at the time, and there was no mod that provided Mk2 and Mk3 parts for (any) life support.
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