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mcbmaestro

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  1. So uh... is anything happening with this mod atm? I've not heard so much as a peep in many months, just some quick preview videos on YT. Is there another thread or forum somewhere where active discussion has relocated?
  2. All the preview pics look amazing. I'm seriously craving this update and so is my new 3070ti - something I got for KSP more than anything else I especially love this pic you posted. Can you imagine driving around in that with procedural roads? I know procedural roads would be a whole nother beast but we can dream.
  3. That is great to hear that collisions are just on hold because that was my favorite if not THE favorite thing in any mod for KSP for me because it just added such a wonderful tactile feel to all the surfaces that really added a whole nother dimension to the gameplay. And as a side note, I been playing with my texture scale so that terrain is scaled much larger than default. Maybe it looks more cartoony that way, but I feel like the mod really jumps out at you more like that and personally prefer it that way Just my pref. To each their own. KSC screen really pops imo.
  4. Wow that looks incredible! Wondering is it true collisions were removed? Any chance they will come back?
  5. The main one: 112x_TU_Stock Recolour_v0_3_10.zip (195M) However, I did manage to download it using another browser than Chrome. So I guess it's just a issue with my chrome. Would KSP Restock mod prevent this mod prevent some parts from being changable? I'm only able to edit appearance on a few parts. EDIT: Yep, removing Restock resolved it. All good now.
  6. Can't download this. Says "This page isn't working. Too many redirects. Try deleting your cookies." I tried that still doesn't work. Can you upload it somewhere else possibly?
  7. I would just love to see a mod the uses the community tech tree to expand greatly on the early game with parts even more primitive than the default parts you start with. Instead of the starter parts, you'd be stuck with some really crude almost WW2 era rocket parts and have to research out a bit even to reach the Mk1 command pod for example. I suppose you'd probably need to add more basic contracts to supplement this but I think it would be cool making the early game longer.
  8. Ok, wait a minute am I entirely missing another mod here? Do I need the MKS Kolonization mod in order to transfer supplies? What if I just want to transfer the supplies with just USI Life Support? Then it has to be done manually?
  9. Well I just did a test. I had a vehicle with supplies drive up to a vehicle with hab parts. At about 150m distance and lower, they both received the hab benefit but not the supply benefit. And you said I need logistics? What is the logistics aspect exactly? A logistic module or something? I found this explaining things but I'm still really struggling with it all. I just want to make sure my first science lab can get supplies if it runs out.
  10. Hello, so I tried to read documentation on this mod wherever I could find it but I still have some questions for you all: 1)I tested out some hab parts and my 2-star Jeb had infinite hab but my 2-star Bill had 6 years. Both 2 star rank, both veteran Kerbals. Why did Bill have less hab time? 2)When it says the small recycler supports 1 Kerbal, is that literally one Kerbal or does it spread/average out the effect to all Kerbals aboard? 3)Do I need to land all my USI vehicles and dock them together or is there a proximity effect with the life support?
  11. I have basically the same problem as Mumblis. So do I put the Extras folder directly into Gamedata OR do I place the StationPartsExpansionReduxIVAs folder inside the Extras folder into Gamedata? Ok.. so it is not the Extras folder, it's the folder inside Extras that goes into gamedata.
  12. Ok Noob question but after reading install instructions, it seems like I'm missing something. EVE, SVE, SVE texture pack... and what else?
  13. Can someone help me? Never used to have issues but having big ones now. I downloaded EVE-Redux, Astronomers VP, AVP 4K texture pack. The skybox loads, but the clouds do not. When I go to EVE settings, under "textures" it says "Invalid name!" For almost all the listings. When I go to "clouds" settings, the main clouds listing is red colored, meaning it's not loaded I'm guessing. What am I doing wrong??? Update.. Well Spectra is working so I guess it's some issue with AVP. I really don't like the look of this tho, especially the surface of Kerbin has way too much funky coloring for me. I wish I could just get AVP to work... Where is the newest version of AVP located?
  14. Thought I'd give this mod a try but the heat generation thing is proving to be too much. I unlocked the first new engine in career, the fusion one but no matter what I try it just overheats. I've spent like 3 hours trying to figure out the right amount of radiators but the point I finally gave up was when having 8 large radiators was sufficiently working on the launch pad, but not in space. All I can think was the launch clamps were helping because there was literally no other difference of what was on the ship. Is there any other way to cool these things down besides obscene amounts of the largest radiators? I get that they need heat regulation but it seems rediculous that my ships all have to look like giant sunflowers.
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