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Posts posted by Rawenwarcrow
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I use Decoupler Shroud since before installing Restock/plus, and I had no problem so far... Were you able to reproduce the issue on a clean game?
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3 hours ago, Ovi said:
Is Restock compatible with RasterPropMonitor?
It is, works like a charm
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You can try it from Lua, it's ridiculously easy I made it accidentaly yesterday, and it was pretty fun, until I tried to land
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Unfortunetly, no... This new update is really good and well integrated, bugs I had before are not there anymore, except for the twin candle engine
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20 hours ago, Starlord Kerman said:
Mk2 and Mk3 adapters have been added
I have 2 "size 2 adapter" and a Mk3 one, but no Mk2... Isn't it just a reading mistake? I always mix up those two sizes name... Or I have a problem with my installation
BTW, great mod, I love it -
@herkyuman You have to create it, by following the instructions in the wiki (general link in the OP, but here's the specific page) https://github.com/PorktoberRevolution/ReStocked/wiki/Asset-Blacklist-and-Whitelist
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@vardicd On the Github page, under the title"Restocked 0.1.3", then under the description, you have "assets (4)", then:
- ReStockPlus_0_1_3.zip 6.34 MB- ReStock_0_1_3.zip 103 MB
That's it -
Those golden probe-core...
https://imgur.com/gallery/vF6GnVU -
Everything is really nice and well done, you're definitely the boss A bit of a ride from Rhodes to Ash:
https://imgur.com/gallery/vF6GnVU -
Looks like the known problem with realplume; if you have it, you have to delete the Squad cfg from realplume; Restock already have personalised plumes, that's why there's a conflict between them.
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19 minutes ago, kurgut said:
I don't know if this have been addresed already, but the hitchiker crew compartiment doesn't IVA/crew portrait things, restock issue?
Tested in a game with only Restock and Restockplus, none of those problems appeared... Must be something else.
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If you have a screen of your Game Data folder, perhaps someone could hep
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For now, I use KSC Extended to expand it, even if it's just visual, and besides the ground color of the new elements to change, it works like a charm, with no integration problems. I still have to try to create a new one somewhere else though,
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@Friznit At least on my game, KK's working fine, ground color has changed to match Rhodes, some new space centers have been implemented, including on Lua, the closest moon, and my other KK mods works perfectly too
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Was the 1.6.1 version updated from a previous version or from a totaly new clean installation? You could try to keep your backup somewhere and re-install the game from new, then push your save in; then perhaps, if you still want the mod, try to clone your game to check everything's ok instead of risking your save again...
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Oh my... After your other planet packs, the level was already really high, but this one is... Fantabulous! I won't have a lot of time for anything else but KSP, now Thanks a lot for this <3
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Yes, inside the VAB, and outside, on the launchpad, only the left door will open...
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@Nertea, on SpaceDock, the new Restock+ version is the "standard" Restock file
And thanks a lot to you and other modders for this, this is just brilliant <3 -
Not a bug, you have this in stock game; those are kind of "archives", old models for those who still have old saves... Until they decide to take them off, eventualy...
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2 hours ago, Brigadier said:
KSP 1.6.1, Restock/Restock+ 0.1.0, GPP, RealPlume (plus a host of others but these seem to be the relevant ones).
Everything appeared ok before Restock and Restock+ installation earlier today. I had a mission which had completed it's contract and was deorbiting. I saw and resolved the solar panel issue by recycling them. First symptom I noticed was that there were no reentry effects below 50km when there should have been. Then I noticed that without any assistance - no chutes deployed, no propulsion active - the craft was decelerating rapidly, all by itself eventually reaching <200 m/sec at 20+ km. I staged chute arming but there were no animations although there was sound and the craft slowed further. Console log heavily spammed with Real Chute exceptions. There was no full chute deployment (sound or visuals) but the craft decelerated to and maintained 30 m/sec. Part context menu appeared correctly.
Same here on one of my games, plus plume of my mainsail was something like 40 meters below the point it should have been. On another game, without realplume and realchute, absolutely no problem, work like a charm (and I wasn't ready for the cuteness of Mk16 pre-deployement ). I don't feel the need to play with those "realthing" mode, so it's ok for me, but if it can help... Though I don't have any "proof" of that...
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Man, those parts are absolutely awesome! Really nice work @NESD, thanks a lot!
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@scottadges as said before, the problems with the Mk2 Can and the engines isn't due to Ven's; there's not a lot of conflicts, exept for some textures on some tanks (2.5 m if I remember correctly, and even that could be caused by another mod...), and all in all, it still worth it; the new textures are not as bad as the old ones, and it's of course totaly subjective, but some of them are still a bit "clumsy", and it's still cool to have a bit of variety.
Talking about variety, as I love to have Ven's, Missing History and Partoverhauls, and there's some conflicts between the two first, @Kerbas_ad_astra, would you ever think, if it's not too complex, to make it, or a version of it, where all parts, including variants, could be separated, using the same model but with a slightly different name? I'd do it myself, if I knew how, but it's definitely not my thing -
On 12/20/2018 at 10:26 PM, Spartwo said:
Before people come to ask I will say that Ven, while functioning in 1.6 is somewhat broken. Engines stay on which is common, and right clicking the new mk2 lander can prevents right clicks until exit and re-entering the SPH/VAB. MK1 inline docking port also does not animate. Nothing major
It's not Ven, it's Module Manager; whatever version I tried, even alone, it broke the right clic...
Edit: I'm back from the MM thread, and it's not even that, they were able to reproduce the problem without MM or anything else but the squad files. Seems to be a problem with how PartDatabase.cfg is handled by the game, and it needs to be started twice to properly work. I'll check that with Ven...Final edit: Ok so, it works, at least for me. So you have to start the game twice - after a proper exit - in order to avoid the right-clic vanishing after having right-clicked the Mk2 Can. And you have to do it after adding anything else into the game data folder...
Sorry for the multiple editing, I'm tired and have a bit of a hard time to focus on doing things in the right order Hope that'll help somehow... -
This look very nice indeed, thanks to both of you! This mod is really usefull, it's part of all my games even if I have to erase some of the cfg/mu, as I use Ven's Stock Revamp wich cause glitches and bugs...
Also, The Z2K battery won't appear in the game, I'll check if it's a mod compatibility problem...
Edit: Ok so, the problem come from VSR, don't know why on this specific part, while others work perfectly well (except for textures on common engines in both mods, wich is logical...)... Well, I'll do with TS, even if it's not the same numbers... Thanks again
[1.12.x] Kerbal Atomics: fancy nuclear engines! (January 22, 2022)
in KSP1 Mod Releases
Posted
Hey @Nertea , on the H500-144 Hydrogen Tank, some of the textures or switched compared to their names (foil compact and bare have the corresponding isohedral textures and vice-versa). Not really a problem, but hey, you should want to know
And as always, thanks a lot for your amazing mods