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waerth

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Everything posted by waerth

  1. Nice, will keep an eye on this. Will it play nicely with Outer Planets Mod (OPM) and Minor Planets Expansion? I would love to see this past the Minor planets Expansion As that is where planet IX is supposed to be found W
  2. Thx that worked. I am now trying making a new part out of an existing RT antenna. Not very succesful yet lol. W
  3. Hello all, Tired of my current 1.8.1 game I am editing my game again. Now everything works fine. All parts move to where I want them to move except for 2 parts. It is an almost vanilla install with only sounding rockets and remote tech installed so far. There are 2 parts that refuse to move though. That is the MK1 pod and the RT-5 solid rocket booster neither want to move out of the "start" RDNode. I first tried to put them into xstart. Didn't work then I tried a stock RDNode doesn't work either. Anyone knows how to get them moved? //Parts are done by technode so it is easy to checkup on things. //xstart ----------------------------------------------------------------------------------------- @PART[mk1pod]:FINAL { @TechRequired = basicRocketry } @PART[kv1Pod]:FINAL { @TechRequired = xstart } @PART[basicFin]:FINAL { @TechRequired = xstart } @PART[GooExperiment]:FINAL { @TechRequired = xstart } @PART[solidBooster_sm]:FINAL { @TechRequired = basicRocketry } @PART[parachuteSingle]:FINAL { @TechRequired = xstart } @PART[trussPiece1x]:FINAL { @TechRequired = xstart }
  4. Hello all, I thought to try out this excellent mod in a 1.8.1 install. As I was progressing I noticed that my probes never got SAS activated. I then did the big delete all mods and reinstall one by one thing. Luckily I had a hunch and it proved correct. Somehow this mod and Remotetech do not work together very well. Basically with all other mods installed but Remotetech SAS works on all the probes. As soon as I install Remotetech it is game over for SAS on probes
  5. Anyway after a lot of tries I found the culprit. Unfortunately it is Kerbal Construction Time mod a favourite of mine. Basically if I install every mod without Modularflightintegrator it works If I install every mod without Kerbal Construction Time it works. Now going to try older versions of KCT
  6. Hi Ohiobob thx. It is the date they were created. As I downloaded them yesterday. And all other files have creation dates in 2019 in the Kopernicus package. Anyway it might still be another conflict. As my planetpacks and Kopernicus without any other mods installed did work
  7. So I decided to install 1.8.1 to tidy me over till 1.9.1 kopernicus is out. The startup screen becomes unusable as in it doesn't react to any clicks at all. So I cannot start a new game nor close the game or edit the game config etc. I did the lets redo all the directories one by one thingy in gamedata. And I found that the source of the problem was: Modularflightintegrator directory I noticed that all the files in that directory were all from February 4th 2020 so their might have been a problem that those files were meant for 1.9 and not for 1.8.1 anymore even though they are in the 1.8.1 package. So for now. What happens if I play without the Modularflightintegrator directory? Will the game crash at a point? regards, Waerth
  8. Hello, Love your mod. I have been busy privately in making a new techtree (for years now hahahaha). Starting from Balloons (kerballoons) to the last tech I can find on this forum. I was wondering if you would ever do the Aggregate A1 to A3? As they would fill the gap for sounding rockets nicely. Now I am using USI Sounding Rockets but it would be nicer to have a more classic analogue. Good luck and thanks for your efforts! Waerth
  9. What is the other pack you are working on? Please tell me it's early rockets basically filling von Braun's and Goddards early rockets before the V2 :p And maybe probes thatsend animals into space instead of Kerbals lol. regards, Waerth
  10. Hello all. A quick question. I am trying to give a part from the Making history expansion a new place in the tech tree. Now all other parts go to their new place in the tech tree. But not that one part from Making History. See the cfg file: @PART[parachuteSingle]:FINAL { @TechRequired = startx } @PART[trussPiece1x]:FINAL { @TechRequired = startx } @PART[kv1Pod]:FINAL { @Techrequired = startx } It is the kv1Pod (that's the name of the config file). It simply wont move to it's new place. All other non Making History parts DO move (there are many more parts I moved around then the ones in the example. Is there some extra thing needed to make it move? I tried different versions for the partname and none worked (KV1Pod, Kv1Pod and kv1Pod). Regards for any answer
  11. In the past I managed to edit the tech tree through Module Manager. This time I am not as succesfull. It doesn't seem to work. I managed to add a node. I do not seem to be able to change the start node (or any other node). Here is my "code": //Custom Waerth //lines are LEFT RIGHT TOP BOTTOM @TechTree { @RDNode:Start { @title = I want this to change dammit @id = startnew @cost = 0 @nodeName = node0_start @pos = -3068,1199,0 } } Any suggestions as to what I am doing wrong?
  12. Well I got 16gb to play with So theoretically this will end up creating 100,000's of objects once you add planet and moon generation ..........
  13. Well have a nice holiday guys (and girls) and come back in one piece. I guess they rolled out 1.1 so it would have more eyeballs to find them bugs .... Not complaining got soooooo maaaannnnnyyyyyyyyy hours of playable fun out of this game it was well worth my 25 dollars even if it does not get updated anymore. But it will get updated because it is a great development team, like Paradox (can I name a rival company), they care about their community! W
  14. His last visit to the forums was in september or october last year it seems :~(
  15. OPM and Transkeptunian combined with something else. You can even edit the planets orbits (I think, I never tried)
  16. Looking at his previous posts I think he is sometimes away for extended periods.
  17. I started tweeting the results of my current save as I have achieved a lot. I am planning on also updating in the forums in the future depending on time. Sometimes I have a lot of time for weeks. Sometimes no time at all. I am planning a more serious reboot by the time the Unity port is done as I can then use more mods . For now please have a look here on twitter: New Kerbol Space Exploration Initiative I am very bad with logo and other designs currently looking into that. Maybe I could repost the tweets here .... hmmmmmm
  18. Amazing. You will also have resource consumption (like power) being calculated constantly even when vessel is not in use by the player? That would be great! Walter
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