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nismobg

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Everything posted by nismobg

  1. This is some superb work , congratulations! Let me know when its ready for publishing so I can add it to the Mod Library
  2. Maybe everyone should use the Default DX9 and not DX11/OpenGL. We already know dx11 have problems with the 32bit version too ! So far for me: Planet Factory makes the orbits shake in map view but works fine with 4 different planet packs together. EVE works pretty good(with Better Atmos addon) I run under DX9
  3. Is this Unity or KSP issue, when a single 2mb song east up about 100MB of ram. It's kind of sucks all the ram left over when I install your mod ! But the tracks are amazing
  4. It works perfectly , you just need to customize the clouds cfg . This is hands down my favorite PF pack, however it does eat a lot of ram.
  5. I am still excited but it conflicts with some mods, cant figure out which one yet. It breaks the burn indicator and the toolbar mod, and makes the RnD center extremely laggy ! This keeps getting spammed "ArgumentOutOfRangeException: Argument is out of range. Parameter name: index" , first time i see it too !
  6. OMG , Thank you !!! I was thinking of implementing something like this a week ago but gave up ! You are a lifesaver !
  7. I like your big orange jugs, they somehow stand out perfectly !
  8. Seriously : http://forum.kerbalspaceprogram.com/forums/35-Add-on-Releases-and-Projects-Showcase?styleid=1 And more seriously : http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library
  9. The tracks are really sweet, thank you. I have added some of John Murphy's Sunshine tracks too, the experience playing with the proper soundtracks is awesome !
  10. The detail of this pack is superb! There is an issue with the Escape Tower, it likes to summon the Kraken(or dance around), if you remove it in the VAB you will be ok.
  11. Any news or leads on the Science Archive bug ? Possible solutions?
  12. rbray89, any way to modify spin rotation, to simulate hurricanes etc. ? Like moving on the X and spinning at the same time, should be doable, no ? Edit: And by the way, HOW IS THIS NOT IN STOCK GAME !!! Mind Blown !
  13. WHAT ?!?!? Let me wake up please ! Mod the terrain as like loading meshes with props ? Or is it modding the colors only?
  14. Spoiler Heavy !!!! <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/Untue/embed"></iframe> You want topo? You cant go wrong with Moho !
  15. Well I am currently at 67 mods and I feel like any single one of them should be in game by default.
  16. Gratz rbray89 Very well deserved !!!! Btw whats the config for the Duna storm setup. I wish there is a way to implement FAR on moving with the storm and affecting parts/ships as a real wind would.
  17. Yeah like in 3 years a single game developer didn't just created a sim game by himself from scratch, including the game engine.
  18. There is a conflict when you include Texture Replacer (the .cfg file), it causes massive memory leak and crash.
  19. You can use different modules as a fix too depending on the part, but for the LS seems like the SAS module works the best. I think it has to do with the 0.23 update because i saw some other mod parts behaving similarly without LS module(FuturePropulsion mod before the update).
  20. If you add the SaS Module do it to the part.cfg and not to the StockPods.cfg. So you can edit each part individually and not end up with underpowered SAS for all pods.
  21. Hi i posted this in the Module Manager thread too because I cant pinpoint the cause of it. If I go like this in the stockpods.cfg or add directly the module to the part.cfg I get weird VAB part icon that enlarges to infinity for the specific part. @PART[*]:HAS[#CrewCapacity[1]]:Final { MODULE { name = LifeSupportModule } RESOURCE { name = Oxygen amount = 400 maxAmount = 400 } RESOURCE { name = CO2 amount = 0 maxAmount = 400 } RESOURCE { name = O2 Candle amount = 1 maxAmount = 1 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = TankPriorityModule Priority = 10 } } Now if I add this code it all works good ! MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.75 } } This goes for any single Pod/Station Hub or anything that has life support to it !
  22. If I go like this in the stockpods.cfg in asmi's mod or add directly the module to the part.cfg I get weird VAB part icons for the specific part. @PART[*]:HAS[#CrewCapacity[1]]:Final { MODULE { name = LifeSupportModule } RESOURCE { name = Oxygen amount = 400 maxAmount = 400 } RESOURCE { name = CO2 amount = 0 maxAmount = 400 } RESOURCE { name = O2 Candle amount = 1 maxAmount = 1 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = TankPriorityModule Priority = 10 } } Now if I add this code it all works good ! MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.75 } } This goes for any single Pod/Station Hub or anything that has life support to it !
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