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EdisonMaxwell
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Everything posted by EdisonMaxwell
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
EdisonMaxwell replied to dtobi's topic in KSP1 Mod Releases
What is the correct way to use the water to fuel refinery? I've docked my spacecraft to an asteroid with the clamp connected to a refinery connected to a fuel tank. I have 16000 electric charge. What am I doing wrong? -
Here's to hoping KSP looks like those amazing pictures. The pictures are gorgeous.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
EdisonMaxwell replied to rbray89's topic in KSP1 Mod Releases
I think you should reduce the clouds. There's never a sunny day at KSC. Infact it always looks stormy. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
EdisonMaxwell replied to rbray89's topic in KSP1 Mod Releases
Oh alright. THAT makes sense. I'm sorry if I came across as rude. I was trying to see what wouldn't make them work. I didn't know the cfg files themselves were different. Ofcourse I can wait for them to update their packs. The stock mod looks pretty too. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
EdisonMaxwell replied to rbray89's topic in KSP1 Mod Releases
I understand that. What I don't understand is why the mod doesn't change with the 2 3rd party packs. Neither works. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
EdisonMaxwell replied to rbray89's topic in KSP1 Mod Releases
EnvironmenVisualEnhancement folder contains the respective plugin dlls and a cfg. BoulderCo contains CityLights, Couds and ActiveTextureManagerconfigs folders. It used to work with 6-7. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
EdisonMaxwell replied to rbray89's topic in KSP1 Mod Releases
Doesn't work for me either. Active texture reduction works but not this. Edit: Just checked. Neither of the two packs work. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
EdisonMaxwell replied to rbray89's topic in KSP1 Mod Releases
Strange. This doesn't work. I the other pack mentioned on the first page works but this doesn't when installed on a fresh install. -
[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
EdisonMaxwell replied to Kerb-fu's topic in KSP1 Mod Releases
This this mod have steampunk like engine trails? You know...steam. -
Has anyone come across this problem? When I start a rocket with and Argon tank(the large trunk with the model of an inline Xenon tank) and launch it or even leave it on the launch pad an switch to something else and come back the tank becomes tiny like a Xenon tank. All parts attached wobble but still function and stay together.
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[discontinued] Minimum Ambient Lighting v1.2.4
EdisonMaxwell replied to Red3Tango's topic in KSP1 Mod Releases
The only reason I'm not installing this mod is I'm worried how it might affect the resource collection in KSPI. Please tell me the resources will be untouched. I'll grab the mod the moment that's confirmed. -
It seems that the 100% power problem only occurs with DC generators. Even with a transmitter connected to a fission reactor with a Solid core generator the power demand is maximum but the net power is very low so the generator doesn't freak out. If a fix has been found can I have instructions as to which file to edit and how?
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Will increasing the number of accelerometers on a celestial body up to a max of 6 increase the amount of science gained from the experiment? I've put 6 probes on the Mun and Minmus. Also, since I saw no replies to my previous post: Since the Open resource system now exists is it possible for the resource collection KSPI to work with any planet mod? I see that there are ground resource maps in the wap plugin folder. How do I add resources to new planets? I understand the syntax in the atmospheric and oceanic resource configs. For ground based resources, what I can see is that you've rendered clouds in photoshop or a related program, saved them as .png files and named them as body_resource. If I do that right now and start a game, will it work? I haven't installed any planet mods fearing a breakdown of KSPI. How do I define antimatter collection for them?
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Since the Open resource system now exists is it possible for the resource collection KSPI to work with any planet mod? I see that there are ground resource maps in the wap plugin folder. How do I add resources to new planets? I understand the syntax in the atmospheric and oceanic resource configs. For ground based resources, what I can see is that you've rendered clouds in photoshop or a related program, saved them as .png files and named them as body_resource. If I do that right now and start a game, will it work? I haven't installed any planet mods fearing a breakdown of KSPI. How do I define antimatter collection for them?