enneract
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Everything posted by enneract
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[24.2] Karbonite Ongoing Dev and Discussion
enneract replied to RoverDude's topic in KSP1 Mod Development
You are using texturereplacer? The MKS_ORS.cfg file that ships with Karbonite is incorrect, it needs to read like this TextureReplacer {keepLoaded = ^UmbraSpaceIndustries/MKS/ORS/ ^UmbraSpaceIndustries/Karbonite/ORS/} -
[24.2] Karbonite Ongoing Dev and Discussion
enneract replied to RoverDude's topic in KSP1 Mod Development
Add it to the existing EPL models? -
[24.2] Karbonite Ongoing Dev and Discussion
enneract replied to RoverDude's topic in KSP1 Mod Development
What is the range on the detection array? -
[24.2] Karbonite Ongoing Dev and Discussion
enneract replied to RoverDude's topic in KSP1 Mod Development
Extration works when drill isn't deployed. -
[24.2] Karbonite Ongoing Dev and Discussion
enneract replied to RoverDude's topic in KSP1 Mod Development
Using 0.0.4. The huge number of right-click options on stock antennas. New antenna = Karbonite Detection Array? Yep, looks like no spam without TR. Needs exclusions, I guess? That being said, I can't figure out how to get any hotspots to show up with any detector. I'm not sure what altitude I should be at, but at 100-700km I never see anything, even when the 'karbonite abundance' figure changes. In addition, I really don't see a difference with the scansat resource overlay enabled. The most recent change to EL was removing some of the hardcoded exceptions for Kethane, notably, resources are not free in career without kethane installed. -
[24.2] Karbonite Ongoing Dev and Discussion
enneract replied to RoverDude's topic in KSP1 Mod Development
I'm actually getting console spam from ORS... UnityException: Texture 'UmbraSpaceIndustries/Karbonite/ORS/Kerbin_Karbonite' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. This is on 64-bit linux. -
[24.2] Karbonite Ongoing Dev and Discussion
enneract replied to RoverDude's topic in KSP1 Mod Development
I'm getting that huge menu without TextureReplacer, btw. What new antenna? -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
enneract replied to Thesonicgalaxy's topic in KSP1 Mod Releases
There is something wrong with ATG handling in RSS v7. NathanKell is aware of it, and fix is in progress. You'll need to wait until that updates, or revert to the RSS plugin in this download and suffer the warning message. AFAIK (and take this with much salt), but nothing is broken in what BA uses for RSS plugin in that old version. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
enneract replied to RoverDude's topic in KSP1 Mod Development
I can't wait for this mod to be feature-complete. Something to DO with asteroids! -
[.25.x] RealRoster - Editor Crew Tab Fixed
enneract replied to enneract's topic in KSP1 Mod Releases
Nothing changed in .24.1 or .24.2 to require update. -
[.25.x] RealRoster - Editor Crew Tab Fixed
enneract replied to enneract's topic in KSP1 Mod Releases
I hope you like it Let me know if anything behaves unexpectedly. -
Northstar might be coming off as a little forceful, but he is entirely right. I was actually having basically this exact conversation with a coworker today (we both love ksp), and he was hitting on the same points. Repeatedly. With hand gestures. The entire point of beamed power, irl and in game, is to use expensive\complicated\heavy\fueled by rare resources nice and ensconced while you use propulsion systems which are cheap relative to chemical rockets out on your craft. If you think a 2.5M fission reactor + thermal nozzle combo should cost 1M FUNds, then the reactor should cost 999900, and the nozzle 100. Did I mention this guy was an aerospace engineer?
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[0.90] Kerbin Shuttle Orbiter System v4.13
enneract replied to helldiver's topic in KSP1 Mod Releases
Also, MC is a dramatically more simple game. -
Make Your Kethane more believable! [UPDATED]
enneract replied to SkyRex94's topic in KSP1 Mods Discussions
Here is an example of how to do it. If this file (with a name that ends in .cfg) was present anywhere in the GameData directory (and ModuleManager was also present), it would adjust the converters to your specifications. That should be enough to get you started. -
Make Your Kethane more believable! [UPDATED]
enneract replied to SkyRex94's topic in KSP1 Mods Discussions
You'd want to do this with ModuleManager, instead of editing the Kethane files directly. -
[24.2] Karbonite Ongoing Dev and Discussion
enneract replied to RoverDude's topic in KSP1 Mod Development
5, no question about it. -
[0.90] Kerbin Shuttle Orbiter System v4.13
enneract replied to helldiver's topic in KSP1 Mod Releases
""It's in Alpha" isn't an excuse, it's an objective assessment. It's not my fault that it continues to be relevant." Just because one or a handful of people have tested a mod on a particular version (the modder and (if they exist) their chosen testers), does not mean that it is absolutely bug free. One of the consequences of playing with free mods is that those mods don't have a QA team backing them. YOU are part of the QA team! For example, the mod I recently released - I cannot find any bugs in it. I am SURE they are some. I'm just waiting for one of my users to break it, and tell me about it at this point. Yep. Alternatively, you have issues with your machine outside the scope of KSP. KSP_x64 works fine (for certain values of 'fine') 'out of the box'. You know that when you 'delete local content' through steam, it does not delete any mods you installed, yes? This, we mostly agree on! KSP is a platform for mods more than a game to me, indeed. That being said, using hyperbolic quasiprofanity to describe what was effectively a measure to prevent people from having to muck around with the 64bit 'hack', and introduce the 64-bit client to the dev pipeline (which includes getting user reports and modder hands on it), is totally unnecessary, counterproductive, and makes you look like a fool. -
[0.90] Kerbin Shuttle Orbiter System v4.13
enneract replied to helldiver's topic in KSP1 Mod Releases
It is alpha software, bro! Things change in alpha. You should assume EVERY update breaks EVERYTHING in regard to saves, or previous mods, and it is a happy accident when it doesn't. That said, this update does not *appear* to have broken saves, but the dust hasn't settled enough to be 100% sure of that. Mod authors are not gods. We introduce bugs on a regular basis. Things change, especially on patch day. If you can't get to the menu on an unmodded, clean* install, you either a) installed it wrong\have a corrupted install\didn't actually do a clean install have a problem with your computer, full stop. -
[0.90] Kerbin Shuttle Orbiter System v4.13
enneract replied to helldiver's topic in KSP1 Mod Releases
Unity provides the framework to do it, Squad does not appear to be using it (or I could be wrong, and just missing it). But yea, it is totally bizaare - instancing is definitely needed. -
Plausible that kerbals have a high degree of sexual dimorphism.
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Fixed Decoupler for KSP x64 on Windows - v4 - (July 22)
enneract replied to sarbian's topic in KSP1 Mod Releases
Launch clamps don't use ModuleDecouple or ModuleAnchoredDecoupler, so they are not modified by this mod. -
Fixed Decoupler for KSP x64 on Windows - v4 - (July 22)
enneract replied to sarbian's topic in KSP1 Mod Releases
Is there a particular reason to just use ... this? -
[0.90] Kerbin Shuttle Orbiter System v4.13
enneract replied to helldiver's topic in KSP1 Mod Releases
The texture gets loaded twice. Every time you declare a texture, an instance of it gets loaded into memory. The game does not attempt to re-use loaded assets. At least, that is my understanding.