Krakatoa Posted February 21 Share Posted February 21 26 minutes ago, Spike88 said: What exactly does Classic Stock Resources do? I see that it is a dependency to install. I have several other WBI mods(Blueshift, Flying Saucer , Buffalo, etc.) and none of them use/require it. I also use and have the respected CRP patches. Took me a while to track down, too, but the one that comes through CKAN is just a single file, not the whole Classic Stock package, and it's just the intake air/liquid or compressed air, can't remember which of the three, that makes some of the parts work. Quote Link to comment Share on other sites More sharing options...
Spike88 Posted February 21 Share Posted February 21 1 hour ago, Krakatoa said: Took me a while to track down, too, but the one that comes through CKAN is just a single file, not the whole Classic Stock package, and it's just the intake air/liquid or compressed air, can't remember which of the three, that makes some of the parts work. Good to hear. I wanted airships, but didn’t want to overly complicate my already complicated mod install(part of the reason I went with SCON over EL). Quote Link to comment Share on other sites More sharing options...
Saybur Stuff Posted March 4 Share Posted March 4 Do the example craft have dependencies beyond the main mod and HL? I get a lot of 'parts unavailable' when I load ships. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted Wednesday at 08:53 PM Share Posted Wednesday at 08:53 PM On 3/3/2025 at 9:59 PM, Saybur Stuff said: Do the example craft have dependencies beyond the main mod and HL? I get a lot of 'parts unavailable' when I load ships. Might want to mention the part names it says are missing. On 2/21/2025 at 2:37 PM, Spike88 said: What exactly does Classic Stock Resources do? I see that it is a dependency to install. I have several other WBI mods(Blueshift, Flying Saucer , Buffalo, etc.) and none of them use/require it. I also use and have the respective CRP patches. All WBI mods have several different play modes, which is usually which resource pack you're using. You must use the same play mode for all WBI mods. WBI internally moves cfg files around when you change play modes, which does not play nicely with CKAN. So the workaround is that every mod's playmodes support are separate "mods" in CKAN and you have to install ONE of them. But if you already have a playmode installed the metadata should have made that choice for you. Quote Link to comment Share on other sites More sharing options...
Saybur Stuff Posted Thursday at 12:38 AM Share Posted Thursday at 12:38 AM 3 hours ago, JonnyOThan said: Might want to mention the part names it says are missing. All WBI mods have several different play modes, which is usually which resource pack you're using. You must use the same play mode for all WBI mods. WBI internally moves cfg files around when you change play modes, which does not play nicely with CKAN. So the workaround is that every mod's playmodes support are separate "mods" in CKAN and you have to install ONE of them. But if you already have a playmode installed the metadata should have made that choice for you. I'm installing it manually, so no CKAN issues. I'll have to relaunch it and I'll include some pictures, but I recall that HL Medium was one of them. I'll get some pictures posted in a bit, and logs. Thanks. Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted Saturday at 08:25 PM Share Posted Saturday at 08:25 PM i love this mod, but with very few mods i made the stock Heisenburg fly steady at ~150 m/s. the props are a bit overpowered Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted Sunday at 06:24 PM Author Share Posted Sunday at 06:24 PM 21 hours ago, Eclipse 32 said: i love this mod, but with very few mods i made the stock Heisenburg fly steady at ~150 m/s. the props are a bit overpowered They were built to fly an airship around the world. I wasn't going to take months to do that. But if they bother you, you can: 1) use thrust limiter 2) write a Module Manager patch to reduce their thrust Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted Sunday at 11:32 PM Share Posted Sunday at 11:32 PM 5 hours ago, Angelo Kerman said: They were built to fly an airship around the world. I wasn't going to take months to do that. But if they bother you, you can: 1) use thrust limiter 2) write a Module Manager patch to reduce their thrust they don't bother me, it just seems a bit absurd that the Heisenburg tops out at over 100 m/s. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted yesterday at 07:30 AM Share Posted yesterday at 07:30 AM Thank you for putting all your time and effort in for no pay. To create a mod enjoyed by thousands. You can never please all the people all of the time. But I am sure that if one person doesn't like a certain feature they can mod a config file in their own game to their liking rather than be ungrateful and make a thoughtless comment on here. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted yesterday at 03:16 PM Share Posted yesterday at 03:16 PM Absurd feels a bit harsh. I've had Heisenberg in every install I've played for like 7 years, and I can tell you that if I was going realistic speeds, I'd never have enjoyed it. Even going 150m/s, it takes kinda ages to get to the mountains west of the KSC just to check out the monolith over there. Using it to go further? My goodness. I've taken an airship to the north pole and the anomalies around the Northern Ice Shelf, and even on 4x warp and max speed, I had to take breaks and park to save and pick up later. Quote Link to comment Share on other sites More sharing options...
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