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Posts posted by TastyMango
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Thanks for the quick reply.
Seeds: 5628783, 563593, 420454, 2755295, 8983622, 47, 589392, 42424242, 33369991, and generally lots of random number tapping. Outside of the Moon issue (and the really low asteroid counts, though I'm guessing this is more due to memory concerns than being unrealistic) everything is great, I especially like the ability to add content from planet packs.
I'm gonna test if my current cludge of using the previous Galaxy gen with the current files is a viable temporary fix.
Update: Kopernicus seems to be screaming bloody murder at the results of my experiment, so it looks like I'll go moonless for a while.
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30 minutes ago, seanth said:
What version of TBG are you using?
v0.3.1.3.1b "Bon Jovi 86"
Your question go me thinking, so I pulled up the previous version's galaxy generators bits and copied them over the current one. Presto! Moons are generated. Now to test if I just made a game breaking galaxy with my mad science.
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By chance is anyone else having an issue generating moons using the Galaxy Gen?
No matter what I input I'm getting a constant 0 moons count at the end
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On 12/9/2017 at 1:11 PM, seanth said:
This is the first I've heard of a problem with MM 3.0 and TBG. Can others confirm this?
I had thought the over bright stars problem was fixed. Is it back again? @TastyMangocould you post some screenshots and say what version of TBG you are using?
A little clarification may be needed.
TBG (0.3.5f) on my game runs smoothly. No nuclear lightocalypse since I replaced MM 3.0 (see previous posts).
I was trying to assist Nubees with their dilemma thinking it may have been the same as I had back before my MM fix. From other threads it seems to be mostly a Kopernicus issue. Could be my malfunctioning Module Manager was messing maliciously with Kopernicus?
In any event, that was my fix. Glad to see no one else has had the same issue.
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16 hours ago, nubeees said:
2.8.1 nor 3.0 are fixing the blinding issue.
Huh, I'm rather curious as to what it might be then.
I've got almost every visual enhancement mod available installed (EVE, OPM with OPMVO, SVT, SVE, Planetshine, Windowshine, Distant object enhance, Nebula decals) so I can say it wouldn't be any of them that's cranking your lighting dial to 11.
You could go with the tried and true removing of every mod folder except for TBG then bringing them back in batches until the lights get screwy.
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8 hours ago, nubeees said:
Saw a post stating this was fixed, so I assumed it was scatterer or planetshine causing the bug. Testing found that removing those had no effect.
Any ideas? Did Kerbol go supernova?
Had the same problem. Turns out it was the butler (module manager 3.0.0) all along!
Module manager 2.8.1 seems to set things right.
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Quote
You should be able to increase the facility range from the KK setting menue. The range is from the building center, so it might be better to set a not so small value. for my taste the default setting is to small (I cannot refuel from the start of the runway) and maybe I'll change it in a future release.
Gave that a go and set the range to 9 Km. I'm still getting the "there are no craft in range" from the hanger (I guess I should specify these are the 2 hangars added to the KSC as part of the Kerbin-Side multi pack) despite being pressed up against the hangar doorEdit: Problem solved. Apparently my Kerbal has to exit the craft and ring the doorbell. Drive-through diners on Kerbin must be awful
Thanks Ger_Space!
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Is anyone else having problems with their hangers?
I'm close enough to dent the door and still it's listing me as too far away. Fuel depots and other structures seem to work within reasonable proximity.
[INDEV] [1.9] To Boldly Go (0.4.1) | An external application designed to procedurally generate an entire galaxy for KSP.
in KSP1 Mod Development
Posted
The latest Kopernicus (1.7.0-1) seems to be taking issue with TBG. Version # update perhaps?