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Posts posted by DunaManiac
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This planet pack is an attempt to create a Planet 9 analog for Kerbal Space Program.
FAQ:
What does this mod contain?
This mod contains one Gas Giant, 3 moons, and one moonlet.
How Do I install it?
1. Make sure you've downloaded all this mod's dependencies, (Below) and put them into GameData.
2. Download the .zip file from SpaceDock
3. Drop the folder Planetxpack, NOT HytharaPlanetPack v0.0 into GameData. The correct installation should be: Kerbal Space Program/GameData/PlanetXpack
4. ??????
5. PROFIT!
What does this mod Currently have?
The 5 worlds, custom textures for each of them, and biomes for almost all of them.
What do you plan on adding next?
Science Definitions, better atmosphere's for Hythara, better textures, and more!
What Version does this support?
1.8.1.
Dependencies:
Kopernicus, MIT by Thomas P.
ModuleFlightIntegrator, MIT by Sarbian.
ModuleManager, CC-SA by ialdaboth, currently maintained by sarbian and Blowfish.
Promo Pictures!
Hythara, the central gas giant of the system. It has faint rings and is around a third of the size of Jool
Riaz, the closest moon to Hythara, the black sooty ring is from ring debri settling onto it's equator.
Niran, a once habitable world similar to Laythe now completely frozen over.
Gaul, the largest moon in the system, around a quarter of Hythara's size. It has one moonlet, Nemesis.
Nemesis, the brownish-reddish moon orbiting Gaul, it's just larger than Gilly.
The view from Riaz's Soot biome, Lowell is visible in the background.
Niran's islands from the surface.
Nemesis from the surface, Lowell is visible in the background.
You can view the whole gallery here: https://imgur.com/a/xUzNtoV
SpoilerChangelog:
0.0 initial release
0.1 Added Partial ScienceDefs and touched up the textures on Riaz.
0.1.1 Finished ScienceDefs, added a smoother transition on Lowell, and moved the README file yet again...
0.1.2 Added better Normal maps for both Riaz and Gaul, and also fixed the terminator problem. They should look much better from space now!
0.1.3 Renamed Lowell to avoid confusion with other mods.
KNOWN ISSUES
Spoiler1. Lowell's Day/Night line is off by 90 degrees
Thanks to Kottabos Games for the showcase of my Mod!
License:
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10 minutes ago, SpaceFace545 said:
I was reading about fusion engines on atomic rockets of course and they said that one could take interplanetary travel in the solar system from years to days as they have a ridiculous high ISP and delta v if you can manage the heat. But would that really be fun, to go anywhere in the kerbin system without needing to wait for a transfer window, I ammit it will be amusing at first but after that and going to other solar systems I think some kind of management will need to available to keep players occupied while interstellar journeys are taking place, like resupply missions. I don't really know, these are just my thoughts on this.
Honestly, we can't ask this question yet because we know almost nothing about the game right now.
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I think you only NEED nukes for a manned mission to Jool.
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This can more or less be done using Vessel Mover right now, if you are on the PC.
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Never mind, I fixed the problem, turns out it was a problem with the Ring code.
Can @Vanamonde please lock this topic?
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Hi all, my planet refuses to load when I start the game, using version 1.8.1.
@Kopernicus:AFTER[Kopernicus] { Body { name = Hythara Template { name = Jool } Properties { displayName = Hythara^N description = tbd radius = 1817612.04706 geeASL = 1.25 rotates = true rotationPeriod = 43200 tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 796000 1000000 2000000 4000000 6000000 10000000 11000000 12000000 ScienceValues { landedDataValue = 1 splashedDataValue = 1 flyingLowDataValue = 30 flyingHighDataValue = 25 inSpaceLowDataValue = 20 inSpaceHighDataValue = 10 recoveryValue = 15 flyingAltitudeThreshold = 30000 spaceAltitudeThreshold = 1000000 } } Orbit { referenceBody = Sun color = 0,0.361,0.49,1 inclination = 20 eccentricity = 0.5 semiMajorAxis = 137547120640 longitudeOfAscendingNode = 30 argumentOfPeriapsis = 150 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { texture = PlanetXpack/Textures/PluginData/Hythara_Color.png color = 0.2, 0.3, 0.65, 1 specColor = 0.15, 0.2, 0.5, 1 shininess = 0.215 rimPower = 2.25 rimBlend = 0.875 Gradient { 0.0 = 0.012, 0.573, 0.988, 1 0.25 = 0.012, 0.392, 0.741, 1 0.5 = 0.02, 0.086, 0.302, 1 0.75 = 0.035, 0.035, 0.741, 1 1 = 0.047, 0.361, 0.682, 1 } } } Rings { Ring { innerRadius = 1500 outerRadius = 2760 texture = PlanetXpack/Textures/PluginData/Hythara_Rings.png lockRotation = true color = 1,1,1,1 tiles = 0 unlit = false useNewShader = true penumbraMultiplier = true angle = 60 } } Atmosphere { ambientColor = 0, 0.125, 0.949, 1 altitude = 796000 enabled = true oxygen = true albedo = 0.4 adiabaticIndex = 1.45 atmosphereMolarMass = 0.00253 temperatureSeaLevel = 369 staticPressureASL = 1215.9 pressureCurveIsNormalized = false temperatureCurve { key = 0 369 0 -6.36364E-04 key = 88000 313 -6.36364E-04 -3.82114E-04 key = 211000 266 -3.82114E-04 -4.34783E-05 key = 326000 261 -4.34783E-05 2.74510E-04 key = 632000 345 2.74510E-04 -4.95050E-06 key = 796000 360 -4.95050E-06 0 } temperatureCurveIsNormalized = false temperatureSunMultCurve = true temperatureSunMultCurve { key = 0 0 0 0 key = 211000 0 0.00000E+00 8.69565E-06 key = 326000 1 8.69565E-06 1.46199E-06 key = 796000 2 1.46199E-06 0 } temperatureLatitudeBiasCurve { key = 0 2.12 0 0 key = 38 0 -0.1075 -0.1075 key = 90 -7.88 -0.1745 0 } temperatureLatitudeSunMultCurve { key = 0 11 0 0 key = 38 9.3 -0.086 -0.086 key = 90 3 -0.1396 0 } temperatureAxialSunBiasCurve { key = 0 21.83 -0.5244 -0.5244 key = 36 0 -0.6482 -0.6482 key = 126 -37.14 0 0 key = 216 0 0.6482 0.6482 key = 306 37.14 0 0 key = 360 21.83 -0.5244 -0.5244 } temperatureAxialSunMultCurve { key = 0 0 0 0 key = 38 0.5 0.02 0.02 key = 90 1 0 0 } temperatureEccentricityBiasCurve { key = 0 77.15 0 -154.3 key = 1 -77.15 -154.3 0 } pressureCurve { key = 0 1.21590E+03 0 -1.53690E-02 key = 48000 6.46775E+02 -8.85573E-03 -8.85573E-03 key = 96000 3.25687E+02 -4.83763E-03 -4.83763E-03 key = 144000 1.56564E+02 -2.45568E-03 -2.45568E-03 key = 192000 7.21307E+01 -1.19944E-03 -1.19944E-03 key = 240000 3.19922E+01 -5.43150E-04 -5.43150E-04 key = 288000 1.41971E+01 -2.39606E-04 -2.39606E-04 key = 336000 6.33614E+00 -1.05180E-04 -1.05180E-04 key = 384000 2.91945E+00 -4.58460E-05 -4.58460E-05 key = 432000 1.40146E+00 -2.08677E-05 -2.08677E-05 key = 480000 6.98311E-01 -9.87999E-06 -9.87999E-06 key = 528000 3.60003E-01 -4.84915E-06 -4.84915E-06 key = 576000 1.91479E-01 -2.45982E-06 -2.45982E-06 key = 624000 1.04811E-01 -1.28624E-06 -1.28624E-06 key = 672000 5.84690E-02 -7.08298E-07 -7.08298E-07 key = 720000 3.27519E-02 -3.94168E-07 -3.94168E-07 key = 796000 0 0 0 } } } }
SpoilerExceptions in the Hythara.body
#1
Exception Was Recorded: Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0
at Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[T].SetFromString (System.String s) [0x00000] in <698cce273aaa41f09ce80d0801f868a2>:0
at Kopernicus.ConfigParser.Parser.ProcessValue (System.Type targetType, System.String nodeValue) [0x0002e] in <698cce273aaa41f09ce80d0801f868a2>:0
at Kopernicus.ConfigParser.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, ConfigNode node, System.String configName, System.Boolean getChildren) [0x0022d] in <698cce273aaa41f09ce80d0801f868a2>:0
at Kopernicus.ConfigParser.Parser.LoadObjectFromConfigurationNode (System.Object o, ConfigNode node, System.String configName, System.Boolean getChildren) [0x0015d] in <698cce273aaa41f09ce80d0801f868a2>:0
at Kopernicus.ConfigParser.Parser.LoadCollectionMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, ConfigNode node, System.String configName, System.Boolean getChildren) [0x00674] in <698cce273aaa41f09ce80d0801f868a2>:0
at Kopernicus.ConfigParser.Parser.LoadObjectFromConfigurationNode (System.Object o, ConfigNode node, System.String configName, System.Boolean getChildren) [0x0014b] in <698cce273aaa41f09ce80d0801f868a2>:0
at Kopernicus.Configuration.Loader.Kopernicus.ConfigParser.Interfaces.IParserEventSubscriber.PostApply (ConfigNode node) [0x000d7] in <0882401b48d84227ad9c2bbcf4ce8401>:0#2
[LOG 19:52:08]: Inner Exception Was Recorded: Input string was not in a correct format.
at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00083] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0
at System.Single.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0
at System.Single.Parse (System.String s) [0x0000b] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0SpoilerException in the KSP.log
[EXC 19:52:08.067] Exception: Failed to load Body: Hythara
Kopernicus.Configuration.Loader.Kopernicus.ConfigParser.Interfaces.IParserEventSubscriber.PostApply (ConfigNode node) (at <0882401b48d84227ad9c2bbcf4ce8401>:0)
Kopernicus.ConfigParser.Parser.LoadObjectFromConfigurationNode (System.Object o, ConfigNode node, System.String configName, System.Boolean getChildren) (at <698cce273aaa41f09ce80d0801f868a2>:0)
Kopernicus.ConfigParser.Parser.CreateObjectFromConfigNode[T] (ConfigNode node, System.String configName, System.Boolean getChildren) (at <698cce273aaa41f09ce80d0801f868a2>:0)
Kopernicus.Injector.Awake () (at <0882401b48d84227ad9c2bbcf4ce8401>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Kopernicus.Injector:Awake()
UnityEngine.GameObject:AddComponent(Type)
AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
AddonLoader:StartAddons(Startup)
AddonLoader:OnLevelLoaded(GameScenes)
AddonLoader:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) -
On 5/18/2020 at 7:10 PM, Zeostar said:
Hi, I've been trying to make a moon in KSP using Kopernicus. But everytime I Get near the planet, the textures glitch, I think it is an issue with my config file. Here is a screenshot of the issue and my cfg file.
@Kopernicus:AFTER[KOPERNICUS] { Body { name = Crusade cacheFile = /ZeosPlanetPack/Cache/Crusader.bin Template { name = Ike removeAllPQSMods = true flightGlobalsIndex = 10 } Properties //Physical properties { description = Test radius = 110000 geeASL = 0.6 //Surface gravity in G's rotationPeriod = 3000 rotates = true //Important! tidallyLocked = false initialRotation = 0 isHomeWorld = false //Very important! timewarpAltitudeLimits = 0 30000 30000 60000 70000 80000 90000 100000 ScienceValues //Scientific expiriments value multiplier { landedDataValue = 3 //For expiriments taken on the surface splashedDataValue = 2 //For expiriments taken while splashed down flyingLowDataValue = 4 //For expiriments taken while flying in the lower atmosphere flyingHighDataValue = 3 //For expiriments taken while flying in the upper atmosphere inSpaceLowDataValue = 5 //For expiriments taken in space, close to your planet inSpaceHighDataValue = 2 //For expiriments taken in space, far away from your planet recoveryValue = 10 //Science multiplier for expiriment data taken from recovered vessels flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 140000 } } Orbit //Orbit properties { referenceBody = Verge color = 0.5,1,1,1 inclination = 0 //Orbit inclination relative to referenceBody's equator eccentricity = 0.02 //Orbit eccentricity, how elliptical is the orbit? semiMajorAxis = 90000000 //Average distance to reference body longitudeOfAscendingNode = 0 //Position of ascending node relative to the surface of the reference body argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 //Position of your planet when it is first loaded. Not nessecary to give a number unless your planet shares it's orbit, can be used to create laplace resonances } ScaledVersion //Update scaledspace { type = Vacuum fadeStart = 20000 fadeEnd = 25000 Material { texture = /ZeosPlanetPack/PluginData/Crusade_color.dds normals = /ZeosPlanetPack/PluginData/Crusade_normal.dds shininess = 0 specular = 0.0,0.0,0.0,1.0 } PQS { Mods { VertexHeightMap { map = /ZeosPlanetPack/PluginData/Crusade_height.dds offset = 60 deformity = 8000.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexColorMap { map = TheSereneSystem/PluginData/textures/Crusade_color.dds order = 20 enabled = true } } } } } }
Most likely the problem is that you are adding slashes of your textures and cache files, I'm pretty sure that will fix the problem.
EDIT: Heh, you know what's Ironic, I just ran into the same issue myself on one of my planets.
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10 hours ago, Raptor9 said:
Personally, I don't feel like the amount that Squad listens to the community has waned over the years.
I can attest to this myself. Remember a few months ago when 1.8 was coming out and after hearing our feedback (basically all the loud noises about how bad the new engines were), they changed it to something more desirable.
Keep working Star Theory/Private Division/Whoever's working on KSP2 right now, we're all cheering you on!
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2 hours ago, Joe.L said:
Afternoon all,
I am trying to launch a large fuel tank into a LKO to then dock with my space station, however, I am really struggling to do so. I tried to break the fuel tanks down to then dock together at the station but that is causing problems in itself. How do you guys launch heavy stuff into space?
How big is the fuel tank? I'm usually fine launching a 2.5m tank full, but i've never attempted to try and launch a 3.75 m tank, so I would suggest going with the advice above.
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After finishing the MS1, I went about building the Minmus Science Station, I've been building modules for the past few days to transport modules there. I've also been building a "station" in orbit out of used IKS tankers, I dunno, it's where the IKS tanker will reside once i've finished the MSS. Today's launch was the Airlock module.
It took off on a "Mule" I rocket, and is using a "Bus" II 3rd stage to maneuver it to the IKS bus waiting in orbit.
Now, as you might notice, the airlock only has one docking port. You also might notice that there is no RCS or probe core on the airlock module. "How are you going to dock to the IKS bus or the MSS?" You might ask. But no fear, for I've developed a procedure I like to call,
THE BUS MANEUVER
But seriously though, it has 3 steps:
Step 1: Maneuver the tug into a DIRECT course for the docking port, make sure that's it's going relatively slow, it needs to be able to drift on it's own.
Step 2: Position the the craft in such a way that the docking port is facing the other docking port, undock and move the tug out of the way.
Step 3: Watch the two dock entirely automatically!
I moved the IKS bus to the MSS and I successfully repeated the Bus Maneuver, and here's the new MSS!
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Well, Bad news is better than no news, keep working on KSP2, I wish all the devs luck, and thank you to @SQUAD for continuing KSP1, may we never be bored!
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12 minutes ago, SpaceFace545 said:
So first April 2020 then April 2021 then December 2020 and now fall 2021, can these people just pick a freaking date.
i bet there gonna change it again
No, they can't because that's how software editing works, you could be smooth sailing one day and then run into a snag that could take months of work to fix, honestly, it will be worth the wait when it comes out.
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Just now, moar ssto said:
You mean an ssto?
No, not an ssto.
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I've actually done something like this before, not for a challenge though. I created a small one person craft and it could reach Earth Orbit, and I actually got a ship to fly past the moon, but the screenshots have been lost to the sands of time.
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11 hours ago, AntaresMC said:
Red dwarves get denser as bur H into He, what makes them fuse more, so be hotter, so brighter. Actually every living star gets brighter over time, just red dwarves do more because they're fully convective and live quadrillioms of years. Google it, its basic stellar life cycle.
Actually, I thought that red dwarfs only lived for 10 trillion years, not quadrillions. Besides, 1 quadrillion years is well into the degenerative era, where by then most stars would be dead and the universe would be ruled by black holes and white dwarfs.
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On 5/1/2020 at 9:32 AM, RedAlex said:
So, i am reletive new to this game and am playing it for a few months now. And yes, building your own rocket and do a succesful landing on Minmus and later the Mun gave me goosbumps and pride.
But I also want to share my first major setback. Landing in Minmus is routine by now, so it was time to send a crew to do surfacebased science on Minmus. The flight, inclanationburn and trip to Minmus were a breeze, just like the landing. I set up the groundscience with my scentist present and then went to sleep since the groundscience takes some time. I like keeping my Kerbals on the surface for more then a day anyway and dont use timewarp when I am landed somewhere. But this morning i had a bad awakening. During the night my landed spaceship drifted in to the experiments somehow and exploded. Killing the two kerbals on board and leaving my scientist stranded alone on Minmus. Now I noticed that spaceships glide a little bit after landing ore even rotate very slowly. Did not take that to serious and saw it as a gameglitch. But over the time of a earthnight it seems it slided all the way to the experiments and exploded.. I did not see that comming..
So is it a glitch?? ore something that happened to others also??
I am on my way to Minmus again to pick up my lone scientist, but feel realy bummed out over this loss of Kerballife.. I was realy carefull, trained with unmaned pods on landing and such and waited with manned flights until i was sure everything would work. So losing kerbals this way realy hurts.. Am i alone in this??Great and fantastic game by the way, and i must say in these corona stay at home times even more adictive then usual..:)
Greetings from the Netherlands, Alex
I feel yah, today I just lost bob because of a bug that his personal parachute didn't deploy after trying to eject 4 kerbals from a stalling Hythara spaceplane. Instead of reverting, I decided to leave it, I left a flag to mark his grave and left the wreck of the space plane there as a memorial. (2sad4me plays in background). The other kerbals survived, but the worst part was that the cockpit survived.
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21 hours ago, afafsa said:
KSP is a game about solving engineering problems, not designing cool rockets
You are the one who is backwards, my friend. That's what KSP was designed for!
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I guess this answers the question if "is it going to 1.10" "or is it going to be 2.0" "or is KSP2 coming out then"
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Wow, I haven't posted here in a while...
Anyway, after months of hiatus, I've finally been playing KSP again. Recently, I've started building up the infrustructure in the Kerbin System, starting with the Next Generation Space Station in LKO.
In order to supply it with crew, who needs ANOTHER boring SLS replica to supply the station, when you can have a spaceplane!
I call it, the "Hawk" (Technically it's the Cargo and Crew Transport System, or the Cargo n' Crew). Overall, it's not a bad spaceplane, it's flies pretty well, docks pretty well, the only part that's not to like is it's tight fuel margin. Usually I end up with 300 m/s of delta v in LKO to rendevous and deorbit with.
Anyways, in order to build a Munar Station, I build the Inter Kerbin System Bus (IKS Bus):
It functions as a tug to deliver modules to the Mun without having to use a huge rocket to deliver them every single time. It's "Cheaper". Finally, I built the Munar Station 1 (See a pattern here) using the IKS bus and a lot of tankers to refuel it. The IKS Bus is in the background.
Here's a better picture of it. It's made up of 5 modules, the Core/Habitation module, 2 Fuel Storage Modules, the Munar Expeditionary Lander (MEL), and a Vulcan class tug. A better picture of it is here:
Finally, it was time to send crew, and we finally get to the "What did you do TODAY" part. Jebediah, annoyed that the last 2 flights of the Hawk were flown by Jebbles Kerman, was thrilled he could finally fly the next two flights, to deliver crew to the IKS Bus to man the MS1. He took over at around midday.
Blah blah blah, long story short he successfully docked to the IKS Bus to deliver the first 2 crew.
Finally, Jebediah went in for reentry. The other bad part about the "Hawk" is that you need finesse to say the least when you reenter. It's literally a balancing act between the cockpit overheating and not (which is horribly unrealistic). Eventaully, he came down over the KSC and readied for the final approach.
IJeb accidentally pulled up too late, but miraculously, only the outer two RAPIERs were damaged, and the rest of the aircraft was intact, which came down for a safe landing on the runway.Long story short, I finished the second flight. But honestly, I have never seen anything more miraculous than that. Not even the elevons were destroyed! Well, Jeb has another day of almost fulfilling his destiny.
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On 5/5/2020 at 4:28 AM, cgw said:
Even if the ore count is 30-60
Even that is too much. Even Astroneer, which is a survival game, only has about 10-15 resources, and only about 5 ores. I would agree with @Jimmidii and that KSP and KSP2 by extension is about flying rockets and exploring other worlds, not about driving around in a rover with a <insert ore name> detector until it goes ping.
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Honestly, just looking at this conversation, it's just so silly. I see nothing wrong with implementing Iron Man mode, and if you don't like it, don't use it. If it's forced on everybody, then I could see people getting mad over it, but I am certain it will be.
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I've sent missions to all of the planets, but I've only sent manned ones to Gilly, Duna, Ike, Dres, Eeloo, and the Jool System (not any of the moons though). I have only returned from Gilly, Duna, Ike, and Dres. Moho was one of the last planets I got to, but I've only done a total of 3 missions there.
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I'm pretty sure it's just the way that the game create height. I'm pretty sure that Kerbin's icecaps are like this as well, not as pixelated but it is still has a long drop all the way down the sea floor (correct me if I am wrong, I haven't been there in a while).
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I'm having a problem with my KSP: Specifically, when going into the space center, it is impossible to get into any of the buildings in the KSC. The grey building icons added in 1.1 aren't there, and none of the buildings light up when you hover the mouse over them. Both DLC's are installed. Help would be apreciated.
Version Number: 1.8.1
Modlist:BD Armory
Better Time Warp
Custom Pre Launch Checks
Easy Vessel SwitchKerbal Joint Reinforcement
Kerbal Konstructs
HyperEdit
KS3P
Physics Range Extender
Restock
Vessel Mover
Module Manager
Logs: https://www.dropbox.com/s/02t5huabdo1hh7p/KSP - Copy.log?dl=0
EDIT: It's magically fixed itself. Never mind.
[WIP][1.8.1] Hythara Planet Pack (Version 0.1.3)
in KSP1 Mod Development
Posted
Yeah, thanks! This is my first Kopernicus mod, so feel free to give your criticism on my mod!