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Mrcarrot

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Everything posted by Mrcarrot

  1. I downloaded this mod(yes, I still have 3GB RAM) and I'm not so good at using Discord, so I'll just put it here. THIS MOD HAS SUCH GOOD GRAPHICS, I HAD TO CHECK TO MAKE SURE I WAS STILL ON EIGHTH-RES TEXTURES. ON MY TERRIBLE COMPUTER, I WAS ABLE TO GET A SCREENSHOT THAT(TO ME) LOOKED LIKE @Gameslinx's EYECANDY SCREENSHOTS. NO JOKE. HERE.
  2. @PART[turboFanSize2] { @MODULE[ModuleEnginesFX] { @exhaustDamage = False } } @PART[JetEngine] { @MODULE[ModuleEnginesFX] { @exhaustDamage = False } } Should work.
  3. Very famous- I see you posting everywhere.
  4. @SQUAD made the names be generic, always "apoapsis" and "periapsis" , regardless of what you're orbiting. Just saying.
  5. In a certain thread(I forget which), someone said it was horribly glitchy. Sorry.
  6. How about RPM compatibility? Like- press button, computer displays error message and stops working.
  7. Tested and confirmed working in 1.3.1. Tested and confirmed working in 1.3.1. Tested and confirmed working in 1.3.1. Tested and confirmed working in 1.3.1. Tested and confirmed working in 1.3.1.
  8. Here are @The White Guardian's other tutorials: https://forum.kerbalspaceprogram.com/index.php?/topic/132622-advanced-kopernicus-textures-from-pqsmods/ https://forum.kerbalspaceprogram.com/index.php?/topic/132484-a-beginners-guide-to-kopernicus-pqsmods/ https://forum.kerbalspaceprogram.com/index.php?/topic/131655-a-beginners-guide-to-kopernicus-gas-giant-edition/ Also, 1.3.1 is out. I suggest you make a planet mod for that instead.
  9. Well, ModuleManager doesn't add or change parts by itself, and I'm pretty sure most people already have it, so you could keep those designs, but say that they need MM to function properly. Your other craft shouldn't be affected.
  10. You could include a MM patch for the engines.
  11. Probably just config edits.
  12. @EXPERIMENT_DEFINITION[*]:HAS[#id[surfaceSample] { CinderSrfLanded = The surface appears to be made of popcorn. Running some tests show that it is. }
  13. @SamBelanger- If you want a suggestion, I would say, in your config, put all of the @Body nodes in the same @Kopernicus node. Like: @Kopernicus:FOR[OptionalAtmospheres] { @Body[Bop] { Atmosphere { ambientColor = 0 0 0 lightColor = 0.48000,0.49000,0.52000,1 enabled = true oxygen = false maxAltitude = 8000 pressureCurve { key = 0 0.00690498 -9.40162E-07 -9.40162E-07 key = 8000 0 0 0 } } } @Body[Ike] { Atmosphere { ambientColor = 0 0 0 lightColor = 1 1 1 enabled = true oxygen = false maxAltitude = 15000 pressureCurve { key = 0 0.00690498 -9.40162E-07 -9.40162E-07 key = 15000 0 0 0 } } } }
  14. Very interested. Once, not too long ago, I downloaded the 0.25 version from Curse because it said it was not compatible with the (then current) KSP 1.2.2. It was pretty cool. https://forum.kerbalspaceprogram.com/index.php?/topic/131906-the-earliest-versions-of-kerbal-space-program/
  15. K2 Command Pod Continued (crashes the game no matter what)
  16. Okay. I'll only tell @Everybody . (post count 0, last visited 2012, I don't think I'm doing any bad stuff)
  17. No, config changes (at least between the free versions and now) prevent you from just loading up, say, the original SB-1 from 0.7.3 in 1.3.1. Examples: Old SB-1 config: Current RT-10 Config:
  18. I am working on a planet that does this by heightmap stuff.
  19. Kopernicus has updated to 1.3.1, all you have to do(i think) is remove all of your "isHomeworld" lines, whether false or true.
  20. I have not yet updated KSP to 1.3.1, so if you want to try 0.6 in 1.3.1, go for it, 0.7 will be released when I'm done with it and have tested it in 1.3.1. Update: I updated KSP to 1.3.1, but with the system overhaul I'm working on, this project is on the back burner. (For those whose first language is not English: "On the back burner" is a figure of speech that means it's not my main priority. I'm still working on the mod, just not as fast as the system overhaul with no name(TSOWNN))
  21. Kopernicus has been updated for 1.3.1, and planet packs require one tiny config edit to function. The alt+F12 debug menu has one...
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