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Spartan Nat

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Everything posted by Spartan Nat

  1. I deleted those configs and it still didn't work unfortunately. I'd say it's the same issue that plagued me trying to remove Didymos from the DART mod and trying to make some Parallax configs for OPX Inner Worlds which is basically some weird Kopernicus error I don't understand.
  2. Unfortunate, I'm sure not too much was lost in the long run. Definitely adding it to my pack, I'll just... adjust my mission to the DART mod's system to Edas instead because it seems it's finally too out of date to work. It's a shame because that was the highest quality very-small-solar-system-body I know of.
  3. @Exo's Lab Just a heads up, all your images on Page 12 seem to have been borked a bit. Something about Imgur and caches probably, not the forums surprisingly. Edit: Seems you know, I hope I got you that solution at least.
  4. Well as I keep working on my mod setup, good to see the forums are not dead (At least yet, there's always time and a profit motive or something like that).
  5. I'm actually missing anything not in a spoiler on my end. May just be the forums being the forums this past 6 months though. I'm also eyeing this pack up once more as KSS2/GU 2.0. Just got back into KSP with my new computer that can actually function with all the pretty visuals.
  6. Got a question on the camera ID system... how does it work? I'm trying to make a cinematic for the last flight of a rocket but can't seem to get the actual number in which the cameras should cycle through to actually cycle. I do have a Launch Camera watching from a little ways away (Within vessel swap distance) if that's anything to account for.
  7. Alright so with X-15 development I have to ask about skids from a (hopefully not annoying) gameplay perspective: Are they going to work like wheel objects do or are they going to work like the landing skids from I think it's Knes?
  8. Most likely it'd probably start closer to a v1.3 update! I have a long way to go in my current save with the story I plan to tell still.
  9. I mean hey, at least if you step away for 15 minutes anywhere at the KSC you don't build up log spam! I agree it'd be great if somebody looked into it for a revival with the whole "Everybody's looking back to KSP 1 for modding again" thing.
  10. These rings are not a natural formation! Someone built them, so they must have a purpose! Perhaps saving the galaxy from an all-consuming parasite? Either way, as many have said this looks beautiful! I think I know what my next KSP save will be based out of.
  11. If I remember correctly, somebody was looking into remaking this at some point but also it's kinda a goofy mod at the same time in an adoring way so I'd probably look into Kcalbeloh for a big planet pack.
  12. Same here. It's much better performance overall for me but it still sucks real bad the longer I play.
  13. Gonna bring this up as I'm seeing it in my save, any workaround people know of? Development on a Redux or Continued version to fix the error? Some patch people know of that'll fix it?
  14. I'm requesting my username be changed to Spartan Nat, since that's what my name is on everything else now.
  15. Gotta say I love this mod, it really gets me back into KSP whenever I play it even to just look at everything even if my gameplay is too complicated on a mission-to-mission basis to ever really make it beyond the Kerbin system between crew transfers and that kinda stuff. Maybe some day I do the science grind to interstellar tech, but for now I'm happy with my Kerbin system storytelling that will hopefully eventually get to the stars...
  16. I'm very excited for the new Kerbol system. The teasers show at the very least The Mun and Duna looking awesome, and I love the Iapetus-esq equatorial ridged around a ringed Dres.
  17. Would just like to say this mod still works on 1.12.5 with the added fixes, and to boot I can go in configs and make it a proper 97.77 degree tilt like actual Uranus!
  18. I actually did this yesterday in hopes it would work! I deleted the Spectra, Scatterer, and EVE folders and reinstalled the most recent of each. It "did" work for a moment in that until I loaded a craft around the Mun, it didn't show the "Gumball Eclipse" glitch as I'll coin it. Since posting I possibly have whittled it down to a lack of a compatible EVE_Shadows config file.
  19. Hey, so I've been trying to fix this for the past few days to no avail. I seem to have an old Gumdrop Eclipse glitch in my 1.12.3 install. I've disabled Scatterer eclipses and what seems to "fix" it is disabling EVE shadows, though I still want to have eclipses on bodies since my save is significantly beautified. The glitch is present whenever looking at a body with a glow but no stock atmosphere and is being eclipsed by a larger body. Link to full and partial eclipse: https://imgur.com/a/OTf7s6d KSP Log: https://www.dropbox.com/s/sn32o0xx30xfc4g/Player.log?dl=0
  20. So I've played on a modded install for a little while, but it's gotten stuck on a few thing the past few times I've tried to load it up. It is currently on 1.10.1 and Module Manager does not finish loading anymore. It used to, but it doesn't now. It is a janky install, mods going back to 1.7 at the latest, but other than that, it works PERFECTLY fine. (Spelling mistake)
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