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KSP2 Release Notes
Everything posted by Barklight
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Just checked my profile on a whim and noticed that I've been a member here for... Over 10 years now. Time really flies when you're having fun blowing things up in the name of science. To that end, I'd like to tip my hat and raise a virtual glass (Coffee and LOX, of course) to all my fellow rocket enthusiasts who have helped KSP survive and thrive over the years to get us to where we are today. I hope all of you have a great weekend
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Release KSP2 Release Notes - Update v0.1.1.0
Barklight replied to Intercept Games's topic in KSP2 Dev Updates
Wow. That's a heck of a chanelog. Good work guys!!! -
Oof, I haven't opened up KSP in over a year. Still download the updates when they come out, though. Saw the expansion post on my Discord overlay and was surprised. Think I'll get back into it today, too Maybe a new career game without any mods just to see how it feels. I've been at this for a while! Edit: Just realized the MH icon changed this update
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Look at the same reddit thread you linked and read the top comment showing a brief analysis between the two from gthaatar. While it's perfectly conceivable and common for two different mods to use the same NASA images (which are public domain), it's highly unlikely that the edits are taken from another mod due to the subtle differences between the two. It's a cloud map. They both look great. I don't believe there's much customization to be done with it short of stamping a watermark on it, which nobody wants to see.
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Thanks for the quick reply, @themaster401. Strange that you mention Scatterer, I have 0.0329 installed but you're right, it's not showing up on the AVC mod-list (I'll attach a screen of gamedata contents just to show anything else AVC didn't "see" that might create conflict). I extracted the download for it right into Gamedata and have a "scatterer" folder in there, and I do get the scatterer UI after loading KSP to the main menu. I have ModuleManager 3.0.6 sitting in the GameData folder as well. Really scratching my head =\ KSP.log GameData Folder (Imgur)
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I am having a lot of problems making this mod work. I've tried installing this a few times following the 1st page instructions and I am not seeing any new textures for any planets, no clouds, no new loading screen art, nothing new. Can someone take a look at the installation path I'm following here and let me know if I am missing something here? I really, really want to try making AVP work. I'm also on 1.4.2, and launching KSP_x64 via default options if that makes a difference (not forcing a different directX)? Full list of my mods included in spoiler, in case of any known conflicts. Install AVP 3.7, which creates the AstronomersVisualPack and LoadingScreenManager folder within GameData. Install the AVP textures pack (I chose 8k) - which drops all the required textures in the AVP\EVE\Textures folder. Install the EVE mod, which creates the EnvironmentalVisualEnhancements folder in Gamedata. Do I need the 2nd download mentioned on the EVE GitHub entry - configs? I tried installing the 1.2.2.1 configs too, which creates a BoulderCo folder in Gamedata, but that didn't change the end result of seeing no difference. Install Scatterer. Install Kopernicus Install TextureReplacerReplaced. Does this specifically need the older TextureReplacer? Even the OP Link to TR goes to the TRR GitHub. Do I need to go and remove any configs that these other dependencies installed, as mentioned by @Sunesha? It's not mentioned in the OP Instructions, so I didn't change anything with the files included with EVE / Scatterer etc. Maybe I have a conflicting mod installed that I should remove? I read on the TRR thread a post about replacing shaders.windows with one from a newer Unity, is that necessary or irrelevant? (I grabbed the replacement shader, just in case.)
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Barklight replied to Nertea's topic in KSP1 Mod Releases
@Nertea You, sir, are a magnificent beast. Thanks for the wave of updates. <3 -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Barklight replied to Angelo Kerman's topic in KSP1 Mod Releases
This looks really fun! I've just started my 1.4.1 play with Kerbalism, though. Anyone know if this plays well with it, or if there are wonky issues with science and kerbalism resources? -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
Barklight replied to pizzaoverhead's topic in KSP1 Mod Releases
Thanks boss I like these cosmetic mods. Only thing I still need now is Astronomers update, when its ready. Rock on pizzaman! -
Holy smokes... This mod has come a LONG way since I last checked it out. I think it's time I try it out. Last time I was actively playing, I had construction time, RT2, DRE, SETI, and a bunch of other hard-mode stuff rolled in. Here's a screen of my mod collection - any of these known to cause issues with Kerbalism? And is there a custom tech tree or is it only CTT integration? I won't be using B9 even though it's in the screen.
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I use steam a lot. over 200 items in my library. If I'm not playing battlefield, star citizen, or KSP, I'm playing something on Steam during my gaming times. That being said... I like managing my own KSP content and being able to do so without fear of steam mucking up saves or updating it when I don't want it to. I'll transfer it to steam once that becomes something that benefits the development team, if ever Thanks for the input. I was simply curious, good to spark a random discussion. Fly safe
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Dang, you're fast as usual, LGG Thanks for the input. Wasn't sure if Steam vs Store archives tied into bug reporting or such. Not so crazy on beta access myself as I'm not a mod dev
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Random thought today. Call me lazy if you will, but I still haven't migrated my license over to Steam. I still have all of the store archives from 18.2 and up, as well as mods folders from each for compatibility. Is there any real point in transferring my license to Steam?
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[1.4.1] Monkey Business Inc.( classicparts+octolander+retroparts)
Barklight replied to blacsky33's topic in KSP1 Mod Releases
I ran into this EXACT same issue. On my first manned orbital mission. With a contract to EVA. Needless to say, now I need a rescue mission -
[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
Barklight replied to tetryds's topic in KSP1 Mod Releases
As a gamer with *cough* 940 hours played on War Thunder... I THANK YOU FOR THIS FROM THE BOTTOM OF MY ICY BLACK HEART. <3 *** All because I find my Warthog HOTAS a pain in the butt to configure for KSP*** -
[1.3.x] SETI, Unmanned before Manned [Patreon]
Barklight replied to Yemo's topic in KSP1 Mod Releases
I'm not sure if you've been following the TAC thread, but the owner of that mod is taking a hiatus from KSP Mod development to focus some very busy RL things. TAC won't be updated until he hands it off to another maintainer, which he's announced is in talks already. If possible and when you have time, can Greenhouse be made 1.1 ready for USI Life support, which RoverDude has already re-worked for 1.1? Keep up the amazing work, I love your SETI collection- 2,515 replies
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[1.1.0] ORIGAMI foldable antenna dishes for RemoteTech v0.9
Barklight replied to IGNOBIL's topic in KSP1 Mod Releases
Good catch! Also I found installing the mod to be a bit messy - had to create and unpack it into my own more sensible folder structure since the download source on spacedock looked like a source archive. Works fine, though. -
KW Rocketry Community Fixes, for 1.0.5 and below
Barklight replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for the Redux, LGG. You get +1 internet point today -
[1.1] Andromeda Sunflares - Scatterer Addon
Barklight replied to BlueSubstance's topic in KSP1 Mod Releases
Working beautifully for me, using the cool blue flare. Thanks for making this, looks amazing! -
I'm seeing the same - button loads a new instance on the stock toolbar every visit to VAB. Blizzy's toolbar has been updated too, would be nice to hook it there if possible