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Storywalker4

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Everything posted by Storywalker4

  1. Update your clouds! I can't have my Saturn without rings, and all clouds and volumetric now.
  2. Herp :3 don't mind my obliviousness. And I feel like I should REALLY stop spamming your forum page, but I have one final request (although I could probably add this myself) EL/Kethane maps specific to each planet? Or frequencies rather, but still. KSPI resources? Or does that come with the templates, stealing the resources from its base? And thanks for all the help and making this great-looking planet pack.
  3. No, and I was running an almost-stock save. (kept a few part packs that'd be hard to find again) So ya... maybe I just got a dud download. But I didn't see anything in the planet cfg itself that'd prevent it from having at atmo. Also... the clouds part way too soon for my tastes. Make them more gradual? Oceans? Not being able to see much more than the sun and Hercules from the surface? Explosive bananas? Just ideas. And I think a small, realistic comet would be a really cool addition. Insanely low gravity and deformed and whatnot. Give you mad amounts of science if you chose to land on it? Perihelion somewhere between Moho and ablate? Apo being way way far out?
  4. So I messed around with Lynx for quite some time, and it doesn't have an atmosphere. That would explain the FAR glitch. Eventually, I found that the atmosphere would work if I made the reference body that of one with an atmosphere, unfortunately that causes it to be insanely big from far away because of a false surface. But once you get beneath it, you can see the normal planet. Duna as a base screws up Lynx's appearance royally. Any idea why it doesn't have an atmosphere?
  5. Ok thanks. And btw, I actually traced down FAR compatibility to your pack. Could you look into it please? Edit: Specifically Lynx in the Hercules pack.
  6. Awesome looking pack, using Titan as Neptune and Hercules as Saturn. But is there a way to stop all the lag the rings make at a moderate zoom? In the tracking center my game hits massive lag spikes if I look at Hercules from a reasonable distance. Waiting for FAR compatibility on planetfactory first though... the wait is torturing...
  7. I have no clue why, but this mod is incompatible with Ferram Aerospace. Could you fix that. PLEASE. I really wanna have my Saturn and Neptune analogues. Otherwise, 'tis an awesome mod. Opens up many possibilities. Could you add your default stuff in the folders like you do with the default stuff? I just don't like the inclination of Sentar (although inaccessible and ablate really speak to me) and the less stuff I have in my gamedata the better. Edit: Actually, it's one of my planet packs. But my second still stands.
  8. Hey, do you know where I can get the RT patch for this mod? I can't manage to find it again. This is an elegant mod, and although impractical at times, I look forward to using in on my station and long term ships (if I can find a spot to hide my life support modules).
  9. Nvm. Read the FAQ herp. Really enjoy your mod! Makes IVA mission not only easy, but the amount of information at a button's push away is incredible. And I don't have to mess with mechjeb's custom windows or navigate myself around other mods. Very ergonomic in design. Thank you for making this.
  10. You sir... are amazing. NOW I CAN ACTUALLY TURN MY GRAPHICS UP (if only a little )
  11. This is THE singular most kerbal thing I've ever seen. Now you shoukd make a cardboard or otherwise fitting spacesuit to go along with
  12. No, it's fine really. And your mod came first so ha to them! And it has a good ring to it. EDIT: Although, due to the RealChute mod, your mod has recently become redundant for chute reasons... Perhaps you could add to it? Dunno, but still.
  13. That awkward moment when you post on the wrong thread due to similar names... Well... still love your mod nonetheless
  14. Lol to the above, but if you could build that then you could build airbags.... BOUNCING ON DUNA!!! WOOT. And then bouncing on gilly to see if I can reach escape velocity. :3
  15. Sorry 'bout the horrid spelling back there... I blame the iPod. Anyway, could you also lower the heat tolerance on the chutes to match stock? I can throw the chutes haphazardly in the wind with DR the way you have it. Miss having to consider protecting those chutes. (I know I could just edit the configs, but I'm lazy) And a personal preference: could you do some re-texturing and give the drag chutes their own color scheme? An old radial drogue chute mod made by I^3 had some great texturing to it. hasn't been updated since .20.2. Just google "ksp radial drogue." You'll have to fish around for the dropbox link, but it's there.
  16. For the record, I play with FAR and I've noticed no major difference of than DR not exploding my probe because four chutes deployint on a basic sputnik probe going 90 m/s generates a lot of g's. And max g's where around 7 after downloading. Still need less chutes though. 2.4 m/s decent is only a tad slow.
  17. Hey, really loved your mod, now my probe design with way too many chutes won't blow up up from g forces. On that topic, could you nerf the heat tolerance on the chutes to match the stock? I miss having to worry about aerodynamics with deadly reentry.
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