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Everything posted by GrandProtectorDark
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Are ya just doing a revival/fixing the mod for +1.3. Cus my version is gonna add a lot more beyond what kargantua did next to macking it actually usable beyond beyond decorative
- 200 replies
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- planet pack
- gargantua
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psst, I'm already working on a recreation of this. won't be an exact copy of this mod because license reason, but it's going to be much much better
- 200 replies
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- planet pack
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[1.9.1] Kolyphemus System Continued
GrandProtectorDark replied to Davian Lin's topic in KSP1 Mod Releases
Good that someone revived this mod. For me, the old mod had a problem where Pandoor would decide to just not exist, which was just really annoying.- 66 replies
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- planet pack
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[W.I.P] [1.6.1] Geptu Expansion (Beta 0.1)
GrandProtectorDark replied to Sylandro's topic in KSP1 Mod Development
A planet pack that isn't a stock system replacement or another star pack. I'm interested. Aren't enough recent ones existing these days.- 8 replies
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- joolplus
- gas planet 2
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Kerbal Space Program 1.6.1 and Making History 1.6.1 is live!
GrandProtectorDark replied to UomoCapra's topic in 2019
Das really cool. Very danke. It's not just you who is cringing because of that sentence -
[WIP] Nert's Dev Thread - Current: various updates
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Development
Stockalike, Nertea quality alternative to KSPI, but without the complexity (or the beamed energy) -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Development
I still think that that sentence is absolutly false. BDB is different as it is more realistic focused while MH is more kerballised. However, there's still some kerbalised mods that do stuff better than MH. So ¯\_(ツ)_/¯ -
Searches for and replaces corrupted or missing files.
- 300 replies
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I feel like your self advertising across the platforms gets a bit bothersome. You are a bit late on that. Using MM on 1.6 causes an odd bug with the partdatabase cfg. Whenever you remove or add a partmod, which both edits that cfg, the Landercan bug gets triggered (this also affects a variety of modded animations). Closing the game and loading it a second time without removiing or adding anything, results in temporaly disabling that bug (until you again add or remove a mod)
- 300 replies
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Isn't there already another mod that does exactly that?
- 300 replies
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Mother Development Thread
GrandProtectorDark replied to Bonus Eventus's topic in KSP1 Mod Development
I've literally just discovered this mod and after flying over the 17 pages I think a can say that those are some really neat looking parts. But this being in development for 2.5 years does make it pretty well refined. I hope it gets to be released one day. I just hope it wont take another 2.5 years- 420 replies
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Still loads fine in 1.6
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Addendum #4 The stock Readouts work absolutely fine even with (modded) ultra high efficiency engines that give you +100km/s of deltaV, they also seems to work absolutely fine with (modded)engines that consume 3 or more resources. (Don't really know what could have gone wrong but)Well done
- 300 replies
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- release notes
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Some have noted that the problems Occur whenever a mod edits the PartDatabase.cfg. So new part mods means having to redo the fix
- 300 replies
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The problem wont be gone at the first game load. You need to load, close and load the game. Strange thing but it sorta works
- 300 replies
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Dunno, Everything is really smooth on my side. I'm getting the same framerate with the same mods as I had in my 1.5.1 install
- 300 replies
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[1.0.4][Kopernicus] Jungis Planet Pack
GrandProtectorDark replied to ibuckshot5's topic in KSP1 Mod Releases
For no real reason, I fixed Jungis. https://www.dropbox.com/s/n473363s682dfss/Jungis.zip?dl=0 It now works with Kopernicus for KSP 1.3 and upwards -
Verify game files, open game, go to editor, close game open it again. And I have no idea why, but it works (sorta-ish)
- 300 replies
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[dev/beta] Fission Rockets (Spacekiss)
GrandProtectorDark replied to Maffif's topic in KSP1 Mod Development
Looks really cool. -
I would consider that Closer to Kerbal operation System than Mechjeb. The later is a fully formed pseudo AI and somehow with every rocket copatible system while actual launch software has to be programmed for the situation first.