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Factor_X

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  1. Is there some kind of information somewhere like this one : https://github.com/Angel-125/Pathfinder/wiki/Classic-Stock-Play-Mode ...but for the CRP play mode? I suppose the main difference is that ressources from the community pack replace the ressources from the classic play. Is there a description of the ressrouce chain somewhere?
  2. This is amazing. You can do that? For real? I just drop a file with those lines to any directory right? Fantastic If I could have a very distant system without adding any more mods (as I have 150 of them right now ) that would be neat. For now Grannus is orbiting at 5 000 000 Mm from Kerbol. To make it right maybe I'll multiply by 5. 1) Is there a limit to how far a star can be from Kerbol? 2) Is the whole universe orbiting Kerbol? or can you have a star with a fixed position like Alpha centauri or Bernard? Does eveything has to go round? (maybe it's a stupid question, i don't know)
  3. Wow. This is a really high-quality mod. The parts are high quality. Top notch. And they play so well with restock+. I use all the parts in my designs And the KSPedia is gorgeous. At first I thought it was too big for my modlist (300Mb) just for what it is : a storage parts pack. But now I definitely can't play without it.
  4. Is there an extrasolar planet pack (or even just one planet would be fine) that is compatible with JNSQ, to make use of the warp engines I have? I installed GEP, but it's only there as a "secondary" star orbiting Kerbol just outside the system. I'm looking for something far away. Just to be able to launch my kerbals into deep space. (don't worry they like that!)
  5. Very nice. I will try that mod. The idea to roam the planet to find ressource nodes and build bases for extraction would be a welcomed addition to my game. It will fill a gap there (like all good KSP mods do) I tried MKS, but really, I got lost somewhere in the wiki I just removed it as It was too complex for my taste I have two questions also : 1) I play also with rational ressources and CRP for ressource distribution. Should I try the CRP playmode? How does it work exactly compared to the stock playmode? 2) Does Pathfinder play well with EPL or simple construction? (You know just to be able to build rockets on site and move the minerals or kerbals to other places)
  6. You need BARIS to play this mod? But why? I have already a part failure mod (scrapyard+ohscrap). Does it mean I can't play this fantastic mod?
  7. What? Why nobody told about this mod? It should be known as ESSENTIAL! And I'm talking about the whole package (KCT, scrapyard, ohscrap, KRASH, RR Crew, SRecovery) KSP will never be the same for me. Thank you.
  8. Hello, really I have a noob question as a player. I noticed there are lot of updates right now for KSPIE. With bugfixes and upgrades all over the place. And I'm really happy this mod is so alive I have a career save with 130 mods (KSPIE included of course) and 200 hours of fantastic play time. And it's amazing. Everything works as expected, and I haven't experienced any single bug (true! you can believe me). Thanks mostly to the amazing CKAN and modulemanager. My question : Is it safe to update such a big mod as KSPIE mid-playthrough? I mean how does it work generally with updating mods? Should I stick with the versions at the time I started my career? Or do I update?
  9. I must say this is one of the greatest mod ever made. Suddenly KSP makes sense! It puts everything in the right place. Plus it's "light", it does exactly what it says it does. And with care for compatibility.
  10. Wow! This seems to be such a great mod. Finally I found something worthy of texturereplacer But the description is simply scary. It seems the mod is trying to do a lot of stuff. So I have a couple of questions : 1) How is it working with the latest KSP 1.11 and texture replacer 4.3.1? 2) On the compatibility side, this mod just impact Kerbals suits and heads right? It should be compatible with anything. Or is it expanding beyond its scope (frankly I got lost reading the description!) 3) Does this mod increase loading times beyond reasonable?
  11. I confirm. myself I've tested both versions of scatterer like you and I see the same thing. The clouds stay white. And the sun is different. But the game is still beautiful. I can't go back to the 0.632 version cause it predates 1.11 and a lot of bugs have been fixed in the 0.723 But I hope it can been corrected somehow
  12. Hi. I really love this mod. It's the first time I try to run a heavily modded KSP. I've played a lot the stock version and it was fun until I got bored. And KSPIE is great for that. It gave me a new interest in the game. A new purpose. It made me come back! Now my favourite part in the game is building ships. I just love to create and be innovative with my ships designs. I can spent hours in the VAB. Litteraly. But I feel I'd like more parts in my tech tree. Just to be able to create really original designs. And I learned about the NFT mods, which seem to be very popular. And I noticed in this forum a lot of players where using them along KSPIE. Plus I found some NFT patches in the WarPlugin folder My question is : which NFT parts would you recommend ? I'm looking for something that would play nicely with KSPIE. Even maybe complement the beast. My opinion for now is to go with all the NFT parts (solar panels, launch vehicles, aeronautics etc....)....... except the propulsion and electrical parts, which seem to conflict with KSPIE's main purpose and functions. What do you think?
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