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EleSigma

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  1. I guess there's no support for any of the USI catalog? I can't find any mention of it in the thread and in-game trying to use it just overrides the MKS modules (most have IVAs) with a generic lander IVA
  2. Can confirm this, I'm getting about 9 errors when I try to extract the mod using 7zip
  3. So I asked this a few months ago on the Unkerbaled Start thread, I've been trying to make my own compatibility patch to move some unsupported parts (Wildblue Industries add-ons I believe) around in the tech tree so that they fit into the progression better. I have managed to move parts around fine enough, but Wildblue uses part performance upgrades as well and they apparently can't be moved the same way like parts can. Does anyone know how to move part upgrades to different nodes?
  4. When making a compatibility patch, what is the way to go about incorporating part upgrades? I've been trying to mess around with some of the Wild Blue parts. I can get the parts moved around but not the upgrades.
  5. Hey I'm pretty new to this mod and was wondering what setting controls the auto-purchase of parts in a tech node? Also what setting controls tech points gained whenever a rocket is constructed? I'd like to disable the auto-purchase and gained tech points to add a bit more challenge.
  6. Oh that affects the science multipliers on experiments? I thought it just affected the rewards you got when you completed contracts.
  7. Hey, I was wondering if there are any mods that allow the science gained from part experiments to be adjusted that work with KSP 1.8+? In my recent career games I feel I am progressing too quickly in tech (using community tech tree, even) and would like more of a challenge, like how SETI Rebalance used to offer.
  8. So it's been a while since I've used FAR (a while meaning since 2019 at least). A issue I always had with the add-on was none of the parts were adjusted for propulsion and drag changes so you'd end up easily making craft that could hit hypersonic speeds in the lower atmosphere. Has any of that been fixed?
  9. When will the version change to 1.12..x for Rover's mods?
  10. I would wait until this mod gets updated, it's playable but there seems to be some kinks that could de-rail a campaign game that need to be worked out, plus getting everything up onto 1.12 would make things smoother in general.
  11. So how goes the development so far? I haven't made it to the last few twitch streams he's done, if he's still doing those?
  12. Does the black hole drive have a chance of driving everyone on board the craft insane?
  13. I was about to make a post about this myself, it would be nice if we could have lower settings or to turn off the research bonuses from the scanner completely, since I just got back from a Minmus mission in my game with over 500 research due to the insta-research you get from that scanner. It was a bit shocking lol Edit: I'll create an issue post since I never use github so the pull request stuff goes way over my head at the moment I'm a bit out of the loop here but are you adding off-world ship construction and launch facilities ALA 'extra-planetary launchpads' functionality to your mod now? That sounds neat if so.
  14. Is this mod still maintained? Will there be a fix for the mentioned bugs that have popped up in 1.11? Or is Blowfish waiting for a patch to KSP before updating?
  15. Hey, I just started playing KSP again after 2-ish years and gave this mod a try since UBM is dead now I love it and am currently putting up mun probes! The only suggestion I have so far is that there should probably be a 1.5m liquid fuel engine placed at the 'Advanced Rocketry' tech node. From my experience (I'm playing a custom hard campaign with reduced tech rewards and higher costs so take with a grain of salt I guess) I've noticed that at one point I had a bunch 1.5m tanks and parts sitting around but with no real way to launch them outside of the memey "more boosters" way since the smaller .625m engines can be incredibly unstable at lifting 1.5 tanks and kind of ruins the more realistic looking rocket design approach I was going for.
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