sentient mirage
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hello firstly thank you for this wonderfull mod not sure if this is right place , just a few things to point out the thermal aero engine sound is now not working don't know why , and would you be willing to add smaller scales to some of the other reactors ? i really struggle for choice in builds due to 2.5 restrictions , also ive noticed the community pack is still on 1.0 not 1.4.0 should i be using the updated one or the 1.0 provided ? again thanks for this is one of the must have top mods for me and the way i build.
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1. i understand fully how to install mods for years , never even had a problem with full install i recognised the packs you get seperate were already unzipped 2. i fully understand that , the mod itsself works beautifully - however , after disabling just a few stars and their planets (im aware i have to match both) i was having issues with the clouds and ocean dissapearing although only slightly and seems to only be in the stock system only , your planets were fine , even the rings were fine , so then i tried disabling more systems that broke the clouds and ocean completely , at this point 9 hours later i tried by disabling them all one by one untill i discovered that the mod remains perfectly fine as long as you dont disable anything that has a planet and that includes the pulsar - disabling all ambient stars and stars with no planets seem also be fine, so as your warning file states - the more you try to disable the more it will malfunction - might not be your mod at all could be kop and eve since they have had multiple changes / updates since you released your mod which i love btw ive been using kspie for 2 years i create massive super heavy star cruisers and this mod is my dream come true - i just need to buy more ram lol ty for the mod im also eager to try beyond home
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Ive been doing mods and playing ksp for 8 years your installation guide is a little out of date since people seem to be getting confused over the unzipped data folders you can download seperate vs the zipped ones that come with it , but thats fine i know what im doing with mods and do them all manualy i never use ckan . Just tried testing again with no mods and disabling any system with a planet still breaks the clouds and ocean but NOT the mod, - that only broke for me if i disable too many large systems with planets, but then you do state that in your own readme file that editing too much of it will break gu . Again thank you for this great mod :)
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i have done a LOT of testing , i found out that its not just luhman , if you disable anything with a planet = breaks scatterer ocean and clouds . If you disable too many planet systems or brycenters = breaks the mod doesnt even load . You can disable all the ambient stuff and the all (not the pulsar it has a planet) and any stars that dont have planets and disable asteroids around the sun to squash it down but still almost on 17gb with kspie, mk2e , and colour depot and their dependancies i only have about 2gbs worth of mods that i use , love the mod just wish it wasnt so cruel on ram.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
sentient mirage replied to girka2k's topic in KSP1 Mod Releases
hello i signed up to be able to post on this mod - i felt i had to , firstly thank you for bringing this elderly mod back i have missed it a lot , i'll get right to it . I installed all lisias versions of all 3 mods into 1.10 first time with all my other mods including kspie , tweakscale latest, colour depot , mk2e , mk3e , aviation lights , kerbal electric lights and glass panes - i do all my mods manualy i do not use ckan in anyway , cant belive it ! - works fine ! however i must post that the same general welding rules apply such as , dont weld moving or docking ports - in fact dont weld anything animated or that you directly interact with at all - that includes anything science , docking ports parachutes cargo bays etc etc, dont weld anything with part variants / texture swaps , do not weld pods, - if you weld anything with lights on , only the root part with have lights , also be mindfull what part mods youre trying to weld some part mods weld nice some dont , i dont think i would attempt to weld kspie tanks - yet welding certain mk2e/mk3e parts seems to be ok - the only problem i have is now most of the parts / tanks have part variants / multiple textures now - making what parts to actual weld limited - still if you want to build massive space stations from 100s or panels / wings youre good to go in 1.10 thank you for all the hardwork put into this and many other mods . edit : regarding colour depot mod - when you weld it will only apply the colour mod to the root part of the weldment - say for example you cant have a wing as a root part - but you can dump it as a subassembly - weld it - then the colour mod will colour the entire weldment as normal but only for wing parts and if you used any other parts in the weldment only wing parts would get coloured propperly - in case anyone was wondering how to get around colouring weldments with colour depot , regarding this on another note , you would have to make seperate weldments and put them together in your builds if you wanted to have multicoloured parts (remember the weldment will be coloured as one single part) and bringing me to the final point of sticking them together with struts - do not weld weldments together on top of each other ! , its always caused problems originaly - only create single weldments then attach/strut them together as you would normal parts , thank you again for bringing this mod back to life i will try to post some epic pics in the spacecraft exchange with weldments