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Tecorian

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  1. So, i have another question. This Alcubierre Drive (heavy) works very well for me together with "IXS Hull Reactor" - no problem at all. But of course, im interrested in building some custom ships - mainly because this IXS hull is technically fine, but not really a beauty (sorry) Regardless which kind of reactor (an combinations) i use, the drive works not a all. Can somebody give me a hint, which combinaton or reactor is should us for success? Maybe like for example, use the "beam core reactor" with generator x and use this "fuel" (antimatter y) and be shhur, you have this and that connected THX in advance
  2. So i have this understood correctly - hope so.
  3. Looks good. Will load this mod again this evening and try to reach all your goals
  4. Wow, this would be fine! By the way. your NX class is the finest ship at all to discover for instance the systems from @StarCrusher96
  5. Superb, exorbitant, genius! Best planet pack ever. Hardware has a hard time , still in orbit of Iores with my little fleet.
  6. OK, now running - Very good! Everybody should try your mod - it awsome! My Mistake was a data-fragment of the Kcalbeloh mod in the GameData Folder, i have not recognized. I have no idea, why Kopernicus gave me a mistake- info.
  7. Yes, i did, like you wrote it here, Kopernicus 198 installed. https://github.com/StarCrusher96/Kerbal-Star-Systems-2?tab=readme-ov-file But this kicked me out. Have reduced in the GameDate all unnecessary mods - so i believe. I have still some stuff like KSPI running, but no other PlanetMod. Therefore the question for a pic of the content of your GameData - at least your setup should running Despite, Kopernicus says naa, i believe, that anything else is causing conflicts. Cause your "old" KSS, as a crosscheck test yesterday night, which i have downloaded some months ago, is running without any problems.
  8. Just tried, i have got a conflict with Kopernicus. Maybe you can show us your GameData folder, which will run with KSS2 and what stuff does not.
  9. So, i started this mod last weekend and got stucked an certain point.
  10. Thx a lot, DeadJohn, i didn´t knew that. But i use lazy painter to get some RGB and especially metallic look onto OPT, MK4 and so on. Maybe i should install SimpleRepaint for this issue again - the last time i used it (log time ago), i found only some "normal" colours.
  11. Hi linuxgugugamer, love this mod, very nice work! Are you still here active? If so, maybe you can tell me / us, which RGB you used for the different pods? So we chave the chance to adjust the colours of the other parts to the pods for better immersion.
  12. OK, problem from above solved. for some reason i had mounted two weapon managers from BDA armory plus, when i was testing this mod. Everything works fine, the firepower of some guns are -uh- unexpected
  13. Hello Everybody, so, installed this mod - and - everything looks on 1st sight good. All parts installed and visible. I can assemble all weapons to any kind of (space)ships, but firing the waepons doesnt´t work. The target-Hud always look/is locked to the cockpit section of any ship and in doesnt fire at all. So, maybe, this seems to be a user mistake by myself, but i have no clue to solve this little problem. With @Stock BDA armory plus weapons everything works fine for me. Any suggestions/hinds for me?
  14. Sorry for late reply! Thanks very much for giving the RGB Data. Of course my ships are not looking so cool than yours, but finally, they have a similar colour
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