Jump to content

Maniacal

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by Maniacal

  1. Has... anyone else experienced the LH Skiff's engine effects breaking completely when they have CryoEngines 1.1.0 with the included restock extras folder, Making History expansion, and restock 1.0.3 (with restockplus 1.0.3) running in KSP 1.8.1? It has no sound and, graphically speaking, is constantly at full thrust no matter it actual status (on/off/actually providing thrust/just sitting there). This should be true of at least it's tank butt config. I don't see this in issues or in any patch notes and haven found anything when using Skiff as the search term in these two forum topics. I assume I am dumb and broke it somehow, correct?
  2. Hey I've noticed that the new RestockPlus 2.5m atomic engine doesn't have any patches for Kerbal Atomics/Cryo Engines. Can we have a patch for that eventually and possibly add it to an appropriate CTT node (if not other restockplus parts that might be better placed in such nodes)? While I hate having non-stock-alike parts I do enjoy having just that bit of extra fuel mechanics.
  3. I wonder if us PC gamers will get the Mun base launchsite later when they finish building a balanced and interesting way to obtain/build it.
  4. Yeah they seriously need to update just even the planet texture mapping itself. Seeing the landscape of stretched textures as far as the eyes can see is... not conducive of... well I SUPPOSE it generates an alien aura... or at least an alienating one. When they finally do planet passes I hope they add in what PlanetShine and DistantObjectEnhancer does as stock. Screw scatter-er, those small little details are in so many photos from NASA archives its embarrassing how much they correct your perception inside the game; "Oh look it's daylight on the Mun and therefore I cannot see the stars cause I am blinded by the albedo of the mun surface." I have full confidence they will get to a re-texturing pass but I don't know if they will add in those details and I feel they are crucial to the feeling of space exploration. And then there is the sound design. Holy hell, Kevin Macleod is either stoked or livid at several sound tracks he made for free use being synonymous with KSP now. We will need a pass over that as well. I don't feel getting rid of the songs is a good idea, too late for that. Building off of them is the way to go. I know it can be done because this beautiful stand-up guy tried:
  5. I do wish for some awesome shots of the parts list. Any ETA on an album of pics showcasing the new revamped parts?
  6. Honestly, it has been so long since the release of the game. The standard for graphics has probably risen proportionally to the increase of detail... I might be wrong though.
  7. Looks good! I do wish for more parts that allows us to build stations like the ISS/Mir or more science experiment parts. Some life-support mechanics as well... wonder if either three of those could be turned into DLC.
  8. Habtech2 has released. Time for some updating in the support files I suppose.
  9. .... how would the configuration menus normally look for pressurized tanks and other storage items? I have two tanks configured, one for hydrogen and the other oxygen, but my fuel cell is not producing power. I can't see any amount or mass readouts of my tanks, and the habitat readout/report in the VAB always tells me I have no pressurization in my command pods despite having the component installed and tanks configured for the resources I am told to use... also the debug readout when in the VAB screams (spewing a message more than 2 or 3 times per second is screaming to me) constantly about NullReferences without telling me what call or function is complaining about them. Of course I have not checked the debug since I started suspecting to have a problem and just tested mod loadouts till my fuel cell worked but this proved fruitless as in some cases the items in the menus for the tanks and/or fuel cells disappeared entirely in the VAB but not the tech tree... also the most recent version of Kerbalism has a typo in the version file identifying itself as 2.0.1. ...\GameData contents: B9PartSwitch -- CommunityCategoryKit -- CommunityTechTree -- DistantObject -- DMagicOrbitalScience -- HideEmptyTechTreeNodes -- Kerbalism -- KSPRescuePodFix -- NearFutureProps -- PersistentRotation -- RealPlume -- RealPlume-Stock -- SmokeScreen -- Squad -- SquadExpansion -- StationPartsExpansionRedux -- ModuleManager.3.1.3.dll ...ConfigCache 5,119 KB ...ConfigSHA 269 KB ...Physics 9 KB ...TechTree 66 KB
×
×
  • Create New...