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Kazako

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Posts posted by Kazako

  1. 19 minutes ago, KspNoobUsernameTaken said:

    Something like this works:

      Hide contents

    HARVESTED_RESOURCE
            {
                Name = Graviolium
                BaseEfficiency = .2
                MinHarvestValue = 0.0000000000000000000000000000000000000000000000000000000001
            }

    It doesn't change the intended harvest speeds, just allows the harvesters to work in all bands.

     

    For reference this is the original:

      Hide contents

    HARVESTED_RESOURCE
            {
                Name = Graviolium
                BaseEfficiency = .2
                MinHarvestValue = 0.0000000001
            }

     

    i can't seem to find this specific line in Blueshift.cfg, are you certain this is in there and not somewhere else?

  2. 10 hours ago, KspNoobUsernameTaken said:

    You could edit the minHarvestValue's in blueshift.cfg to be lower. Like, 10-15 more zeroes. That worked for me.

    i could try that, but i'd like a specific value so i don't have to restart the game multiple times to test, as i am stuck with a hard drive that takes a while to boot the game and requires all of my system RAM in order to do so due to my modding efforts

  3. On 8/12/2024 at 6:20 PM, KspNoobUsernameTaken said:

    Included blueshift collectors don't work right now. Use the FFT ones or wait for the upcoming update.

    that's a PITA. thanks for letting me know before my big jool mission, at least! guess i gotta send an engineer up...

  4. so I'm aware that Kcalbeloh is possibly a "galactic themed mod" and would therefore be unsupported, but I'm wondering if anyone else has tried running both this and Kcalbeloh? I have been trying to and I know the mod is installed correctly (in terms of actually running in some capacity) because Kerbol looks far prettier, but I'm not getting any of the systems anywhere. am I missing something, and these systems DON'T show up in the map view like I thought they did, or are these mods just flat-out incompatible as I fear they might be?

     

    I should also note that I'm using the spacedock reupload as of current, in case that's the issue. and I am aware that I need to contact the reuploader over this, but I'm thinking it's just an issue with how I installed it, or something relating to Kcalbeloh that I can get advice on here.

     

    edit: methinks maybe the issue is actually a combination of me being stupid, running a version of the game the current upload of GU does not support, and possibly other things. please ignore this.

  5. 14 hours ago, Lonelykermit said:

    Curious on how long it took you to install 150 mods manually 

    honestly dunno how long it'd take to install them in one big go, but i've been slowly adding them over the course of my current savegame besides a big chunk of 80 or so that i updated from my previous addiction 2 years ago

    13 hours ago, linuxgurugamer said:

     

    Well, when I set up a new install, I can usually install 150-200 mods in about 15 minutes.  CKAN takes care of all the dependencies, and also will do updates when requested.

    I'd suggest that you create a brand new install, set up CKAN to use that install (make sure you have the latest), and try installing all those 150 mods.  I suppose you might have some mods not in CKAN, but use CKAN for everything that you can and see how it goes

    this sounds like it's probably the right idea, i'll do this whenever i feel the need to try and use CKAN again.

  6. 25 minutes ago, linuxgurugamer said:

    How did you install the mods?  Best to use CKAN

    CKAN scares me and i prefer to manually install since i've already manually installed almost 150 mods. i tried using it once after finding a conflict between two system mods, but couldn't get it to work well enough for my needs and it gave me enough paranoia about my mods (even with a backup i made) that i've just given up on trying to use it for now.

  7. On 8/7/2024 at 5:20 AM, aviin said:

    I don't currently use this mod or Blueshift, but you definitely should take a look at this:

    having a stroke rn as i realize there are TWO different IXS warpship mods. that's the one i've been using actually, and i'll go take my issues there, as it doesn't seem to be working right. thank you so much!

    edit: nevermind, i stand here still suffering from my stroke because apparently it must just be an issue from how i installed the patch for the warpship parts. i will see if i can figure out what went wrong, and if there's an issue that can be fixed here or in the other thread i will return. thanks for helping me figure out what i was missing regardless!

  8. On 8/5/2024 at 8:13 PM, Caliperstorm said:

    There's a video and some information on the Alcubierre Warp Drive thread:

    It's mostly as simple as pointing the ship at your target, turning on the drive, and throttling up. Just make sure you have the warp drive mod installed in addition to IXS. CKAN has it in dependencies.

    oh, does it not run off of blueshift's system then? i was struggling to get it to work because i thought it used blueshift's system, but i don't mind installing a second mod for a separate warp system. especially one that looks as fun as this does.

    thank you for the tip!

  9. hi! i've been absolutely spoiled by blackrack's volumetric clouds work, and in the interest of maintaining a consistent visual style to my savegame i've been trying to find planet packs that include configs for volumetric. so far all i've been able to find is kcalbeloh and OPM, both of which are fantastic, but none of which add what i really am wanting: a simple interstellar solar system. 

    i've used grannus for a long time, and i adore it, but the lack of configs for volumetric is what is leading me to look for something else. i've attempted to use KSS2, but it doesn't seem to work right with kcalbeloh at the moment. (it suffers from an infinite loading screen after reaching the main menu music stage of loading)

    does anyone have any suggestions on planet packs that have configs for volumetric either bundled with the mod or as a third party addition?

  10. On 6/8/2024 at 3:58 PM, moyashii said:

    Amazing mod! I checked out the planets for a while and they're all super high quality, zero complaints from me. 

    However, I noticed that Kcalbeloh is apparently compatible.. but I wasn't able to get it working, even after following the instructions. The game just hangs on an infinite spinning loading screeen on the bottom right, before getting to the main menu. Without this, it loads just fine. And without Kcalbeloh, it also works fine.. so.. yeah. Unless I'm missing something here. I'm also using the patch for the volumetric clouds on that, if that matters. And using Rescale 5.4x (though rescale works fine with this).

    i've also encountered the same issue, although for me i don't have rescale. has anyone else experienced this, and is there a fix to this? desperately need this system mod as i'm trying to maintain a consistent aesthetic with my savegame and, while grannus expansion pack is a LOVELY mod, it doesn't have configs for volumetric clouds (yet?).

  11. just wondering, does anyone happen to know if there's a downscaled version of the textures for this mod anywhere? i love it very much, and it's fantastic on my PC, but i'm trying to stretch the limits of what i can do with KSP on my steamdeck and i think i'd be able to get this to work on my steamdeck with lower res textures.

     

    edit: actually, better question, is there a way for me to disable or delete the planet texture maps for parallax but keep the scatters enabled? that would probably work for what I need.

  12. 1 hour ago, JonnyOThan said:

    There’s definitely a bit of a hitch the first time you activate PCR for a part, because it won’t create the internal room until necessary.  If there’s some other impact let me know.

    There are a few mods that unbind the C key (quickiva, ThroughTheEyes, etc) and if they misbehave then it could leave them unbound. If you have a consistent set of steps to reproduce the issue I could check it out.

    i should probably have specified what exactly the issue is, and the issue is, specifically, not the C key. it's the "view" button for the IVA portraits remaining greyed out. i never noticed it greying out after removing PCR for testing, but it may still have been some other cause, i feel. the C key still works just as intended with the view button greyed out, and the EVA button works fine in that situation as well.

  13. 7 hours ago, JonnyOThan said:

    I’d have to go look, but are you experience a bug where it’s activating when it shouldn’t?

    no, the mod works just fine, i've just been experiencing some issues with switching between crewed views and the probe control view when i don't want to (because i try to incorporate probe control units in my crafts whenever i can for redundancy) that i'd like to avoid if i can, by just making it activated via toolbar button instead.

    those issues specifically are minor lagspikes and an occasional issue where i break my ability to switch to IVA, i think? i'm not sure if that's from this mod, and i don't want to say it is. also, there's a bug where the UI kind of completely breaks if you switch to another nearby vessel from the probe control room that i noticed once.

    it's a great mod, by the way! it makes controlling larger ships, stations and probes in general a lot more fun.

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