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Toa Aerrow

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Everything posted by Toa Aerrow

  1. I'm using v1.6.8, along with OPM, and I've got the massive lag when I get an encounter with Plock-Karen. I would try installing v1.6.5 to see if that fixes the issue, except it's for an earlier version of KSP and Kopernicus, and There's no download link for it. I'll have to try playing without for now, but please fix as soon as you can. This is a really cool mod, and I''ll be really sad if I can't use it. P.S. How do I find the output log?
  2. Hey there, Yemo ! I downloaded Unmanned before Manned because I liked the concept, but I decided that I wanted to modify the tech tree to my liking. So I went into the mod folder and decided to edit the config file. To be clear, I specifically did this so that I could look at your code and figure out what did what, how it organised parts into different nodes, how it changed nodes and made new ones, etc., not to find and copy the code that allows it to do so. I’ll admit that I’d already started to put together my own tech tree (I built up to the tier 4 nodes as a test), before I realised that it’d be a good idea to ask your opinion on this first. My plan here is to build my own version of the tech tree, using the concept of starting with unmanned parts of course, that I can use in a YouTube/Twitch.tv series I’m planning to begin at some point in the next few months. I have been cutting out the bits that worked with other mods, except for Ven’s Stock Revamp, as I only intend to use a few part packs in the series (VSR, TAC Life Support, and the JX2 Antenna). First of all, would you mind if I continue with this project of rewriting the config file to make the tree into the one I want to play the game with? And is it okay if I use this tree in YouTube videos? I have another question, but I’m not sure you’d be okay with me asking it in this forum, because it includes information about how I edited the file and how parts of your code works. If the answer to my first questions are both ‘yes’, you may prefer I PM you the next question. Thanks, Toa Aerrow/Robert Critter.
  3. I've installed Ven's Stock Revamp, JX2 Antenna, TAC Life Support and Unmanned before Manned (without SETI), all latest versions, and for some reason There are a few nodes, most at the end of the tech tree, that are empty. Is that supposed to happen?
  4. I don't know about a detailed report, but I did test sending probes into the atmospheres of Tekto and Sarnus, and the mod worked pretty well there. I haven't tried anywhere else, but I think this is proof enough; The Trajectories mod does work in the atmospheres of modded planets.
  5. I'm playing in 1.3.1, and I'm finding a few of issues, mostly with the new parts you added in. Nothing game-breaking, but a little upsetting to me. - Antennae: You antennae all have the same range as the Communotron 16, in that they will all connect to the KSC up to 31Mm (Tracking Station Lvl 1), 158Mm (Lvl 2), and 353Mm (Lvl 3), regardless of tech tree tier. All of your new antennae become available alongside the Communotron DTS-M1, but are far worse than it. It doesn't make any sense. Also (side note), none of your added antennae can relay signals. Do you want to change that in any way? maybe you could make a couple of them more powerful; than the most powerful stock antennae, and stick them at the end of the tech tree? - Internals: None of your added crew storage units have internal views, which I find kinda saddening. I would be nice to see all your Kerbals, even the ones inside the tent. Not to mention, I was hoping to see IVA views from everyone inside the PPD-20 Jumbo Kerbal Can, and was sorely disappointing. The MK2 'VA Command Pod has internals, but the control panel is missing its controls. That could be completed. I mean, I guess I should go easy on you for this one. I can imagine internal views being rather hard to get working (this coming from someone with no experience in the matter). - Part Type (VAB): A lot of your parts don't appear in the right category under the 'Filter by Parts' tab: - Antennae are in 'Science', rather than 'Communication' with the stock ones. - Clamp-O-Tron MK 16-XXL Docking Port (the one with the parachute) is under 'Utilities' instead of 'Coupling', and so is the MK1 Cargo Bay when it should be in 'Payload'. (speaking of, all stock parts have Mk instead of MK, lower caps 'k'. But that's me nitpicking, don't mind me) - Mk 2 Escape Cover is in 'Aerodynamics', which makes some sense, although the stock Launch Escape System that it fits with is in 'Utilities'. Once again, nitpicking. I think that's everything, although I suggest you go through your other parts, just to be sure. - Replacement Textures None of your replacement textures seem to be working for me. Simple as that. I'm only seeing stock textures. Also, I'm pretty sure half of your added parts are missing. I downloaded this mod a few versions back, and I could have sworn there were parts like an Ant engine with a shroud, and more than the original Oscar tank. Not to mention, you included these in the pictures you posted. I was hoping to fix some of these issues by installing the latest version of Module Manager (3.0.1), but then the game refused to load. It paused loading, saying this: ModuleManager: 2962 patches applied, found 1 error 1 error related to GaeData/VenStockRevamp/Part Bin/Extra_Structural_Parts.cfg The last thing it attempted to load was "Squad/Parts/Utility/commsAntennaDTS-M1/commsAntennaDTS-MA/mediumDishAntenna" I have an output log I could send you, although I'm not sure how to upload it yet (I'm new at this). Please fix these if you can, as I would very much appreciate it. =)
  6. Does this mod work in all atmospheres, no matter which planet? I mean, what about modded planets? If i used this with Outer Planets or Galileo's Planet Pack, would it work?
  7. I've downloaded KCT ver 1.3.4, and I can't seem to get it working in KSP 1.3. I've deleted the extra MagiCore file, like some said in an earlier post, but that hasn't helped. Is there some sort of workaround I need to do in order to get it working? I also deleted a second, previous copy of ModuleManager I accidentally installed while putting my mod pack together, but that didn't help either. My Mods: Distant Object 1.9.2 Engine Lighting 1.5 Final Frontier 1.3.2 Kerbal Alarm Clock 3.8.5 Outer Planets Mod (Galileo) 1.2 PlanetShine 0.2.5.2 Realistic Atmospheres 1.2.3 RealPlume 0.11.4 Transfer Window Planner 1.6.2 Support Mods: Kopernicus 1.3 MagiCore 1.3 SmokeScreen 2.7.5 Module Manager 2.8.1
  8. Hey! Is this compatible with CaptRobau's Outer Planets mod? And if not, do you think you'll be able to make it so?
  9. Any chance that you'll be adding life support parts, or is that something you've already got (or outright refusing due to other reasons)?
  10. I've got that too. KAC seems to be able to derive formulas for transfer windows for modded planets, but doesn't have models for them. And the formula settings don't seem to be too reliable to me. To TriggerAu: Is there any way you could take a look into CaptRobau's Outer Planets mod and see if you can make KAC's model settings work with it?
  11. Edited - Hey! I've been testing this mod out with Kerbal Alarm Clock, and while it seems to work, the KAC can only seem to set alarms for transfer windows to the modded planets with 'formula' mode, which I have found to be unreliable. I have asked TriggerAu (KAC's creator) if they can fix this, but you may want to collaborate with them on this. Just letting you know.
  12. It has been made easy to add new parts to the game very easily by moving a folder into another folder, but what I would like to de is be able to add new music. One thing I've really wanted to be able to do for a long time is listen to music from Iron Man while in the VAB. Of cause that is possible to do by turning off music, playing the tune and going into the VAB, but it would still be cool if I could move the music file (e.g. MP3) into the folder containing the in-game music and listen to it in game. However, currently the music is hard-wired into the game. You can't take it out, and you most certainly can't add any in. So I would like squad to add this into the folders, a music folder, so I can easily listen to Iron Man music, or any kind of music, in game, and also choose whether I want to hear it in the VAB/SPH, menu screen, tracking station or space by putting it into a more specific folder. Thank you! To all readers (with an account) Please be free to discuss this idea down below.
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