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Showing results for tags 'compatibility'.
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I am using StationPartsExpansionRedux, and I realize the Dome Green house can't produce Snacks. I am finding ways to edit the config so it can.
- 4 replies
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- snacks
- compatibility
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SOLVED : check bottom of this post Hi all, I'd want to make the Spectra visual pack and the nice OPM visual component of AVP compatible together. So basicaly : Keep Spectra as it is, but add on top of it only the OPM visuals from AVP. This is of course exclusively for my personal usage, I do not intend of reditributing this. (But who knows maybe it could become a patch integrated with spectra one day, if it works, let's dream !) Before going any further, let me remind you the folder structure of both mods, to hopefully ease reasoning : - Spectra : - AVP : I'm used to MM and to modify, mod, and make patches for parts, but I'm new to the visuals stuff... So anyway, I tried few things : - Merged AVP-OPM into Spectra's folder, by keeping all Spectra files/structure the same, but incorporating AVP-OPM inside, in the revelant cfgs, copying over the avp textures, changing their name if spectra had the same already, and changing all cfgs to point at the right textures in the right folders... - Made a new mod in my gamedata, named OPMVisuals, and keeping inside only the OPM necessary components of AVP. In both cases, Spectra was still working on stock planets, but OPM had neither scatterer, or EVE clouds, well nothing ^^ I think the issue is that they both provide EVE configs and textures which don't load, or overwrite for some reason, for OPM, I don't know anyway ^^. But this is weird, since others planets packs mods ( like Quackpack, and other exoplanets mods) manage to add their own scatterer and EVE configs, while keeping Spectra untouched, so I still have hope ! Big thanks in advance for your help ! Peace Solution : - Install spectra, install AVP - in AVP delete everything non related to OPM, EXCEPT the textures.cfg found in AVP_Config/Stock, which handles also OPM textures, even if it's located in the stock folder..... - in AVP, delete scatterer folder related to stock bodies (kerbin/duna/etc) Enjoy ! Peace
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Hi. I found this amazing mod that generates n-body orbital mechanics known as Principia, by @eggrobin. Even the planets work with the new mechanics, knocking each other's orbits around in a quite interesting fashion, the same way it's done in real life. It even reworks the Jool system to make sure the moons don't go completely out of whack. The problem is, it only seems to work with stock KSP. There are many planet packs out there which do not get reworked for compatibility with this mod. What I am doing with Planet Patches is adding a patch for each planet mod I come across that has unstable orbits with Principia, repositioning the unstable bodies to make them stable. Modified Planet Packs: Planned Planet Packs: I am open to requests. In fact, I plan on building this entire thing on requests Requests I will not take: Half-baked mods - what I mean here is, mods that are so in-development that they can't even work properly on their own. For example, if the SOIs are insanely sized in a way that completely messes up one's ability to travel. Kopernicus mods from before KSP 1.2.2 - sorry, but the earliest KSP version for Principia is 1.2.2, and I really can't go back further than that, unless the mod does work on 1.2.2 or above. Other than that, I hope to take every single request that I can! Download - Github
- 18 replies
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- gravitation
- n-body
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In ksp 1.8 kerbal engineer is no longer compatible so I still use ksp 1.7.3 , I do this for other mods as well squad please make mods like raster prop kerbal engineer that are no longer supported by the developer compatible again.
- 2 replies
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- mods
- kerbal engineer
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Hi. I have a game with more than 250 hours of the original game in career mode. If I install Breaking Ground can I continue the game with the new additions of the expansion? I have not found information about it. PD: I'm sorry for my English.
- 2 replies
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- breaking ground
- career mode
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KSP: 1.3.1 Windows Version x64 [Simplified Chinese] Problem: My game freezes at Loading Resource Definition Bundles screen when the game language is simplified Chinese. It loads successfully once I change the game language to English. Mods installed: Community Resource Pack (CommunityResourcePack 0.8.0.0) Module Manager (ModuleManager 3.0.1) Reproduction steps: Set the game language to Simplified Chinese while have mod Community Resource Pack(CRP) or any mods require CRP installed and launch the game. It will freeze at screen "正在加载资源包定义"(Loading Resource Definition Bundles). Log: output_log.txt ArgumentOutOfRangeException: startIndex + length > this.length Parameter name: length at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0 at PartResourceDefinition.GetShortName (Int32 length) [0x00000] in <filename unknown>:0 at PartResourceDefinition.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartResourceDefinitionList.Add (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartResourceLibrary.LoadDefinitions () [0x00000] in <filename unknown>:0 at GameDatabase+<CreateDatabase>c__Iterator4B.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
- 1 reply
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- 1.3.1
- compatibility
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In normal KSP, whenever somebody makes a save file with vessels that require a mod in it, they go *poof*. What if a small placeholder part, the size of the not-rocketmax cubic node thingy acted as a placeholder part instead being unable to load the vessels in the editor of in the world. This would greatly save annoyance in cases where you load up someone else's ship on your stock save but you don't have KOS/Mechjeb/Burn Together so you can't load in ships thanks to that one tiny modded part.
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I want to use some of the KSP assets, mostly the models for a few rocket parts and fairings, as well as the a model of the kerbals. Are these assets compatible for use in these animation suites? (also, will Squad let me use the assets, this particular animation isn't going to be monetized or earn money in any way)
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I am soon to start a fresh game on 1.1 I have recently downloaded MKS lite also Usi lifesupport for the first time. I have discovered a mod called kerbalism that appears to be a semi/realistic overhaul that I really want to try out, I was hoping for feedback from other players in regards to the compatibility of kerbalism with other mods mainly USI lite and other mods by Roverdude. Also any general discussion about the kerbalism mod ,what's it like? what are people's opinions of the mod? would also be welcome :-)