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mkrco

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About mkrco

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    Rocketeer
  1. This is a crucial mod. Thank you, it makes KSP so much more enjoyable. I'd like to make a recommendation for a future feature (if possible). It'd be great if there was a display for the total amount of science left in the universe. I like to scale my science rate so that I finish once I've researched everything, and this would make doing that much easier.
  2. @Nansuchao Awesome! Downloading now.
  3. Hi, this seems like a great mod. I spent the last hour reading about all its different aspects, and decided to dl through ckan, when it turns out it seems to be incompatible with CRP! So I'd have to remove 9 mods (not even counting Life Support, RT, etc. which your mod I expected to supercede). But KSPI and so many other mods require CRP (it's become such a fundamental foundation for so many mods), and I just can't bring myself to get rid of KSPI. Do you have any plans to make your mod CRP-friendly in the future? Or is there a way to make them work together regardless of what CK
  4. I can't seem to get alt-P to do anything, and I suspect it's because I'm running KSP 64 under Ubuntu. I've tried all combinations of the special keys I could think of (left and right alt, ctrl, shift, etc.) in full screen and windowed mode. Is there a way to set the vessel mover to respond to a different key, or some other way to activate it? thanks EDIT: Nevermind, I figured out eventually that I could do it with Ctrl-Alt-P. But even that only works if I hold Ctrl first, then Alt, then P.
  5. Hi taniwha, thanks for the quick response. I did some testing, and I'm pretty sure it's not TS. But PP is the cullprit. If you take just a cylindrical Procedural Liquid Tank with Diam 1.25m and Length 1.0m filled with LFO it'll have: Drymass 133.6 kg Resource Mass: 1.069t Total Mass: 1.203t the EL tool's masses in the VAB agree with the PP masses when you right click the part. And the correct RP estimate is 53.46u. However, when I go to build it it actually requires 400 rocketparts exactly. Seems odd that it'd be exactly 400. EDIT: It seems that no matter what dimensions I use on the procedura
  6. Hi, I've noticed a problem with my rocketparts. Specifically, when I design a ship in the VAB the little EL tool will say I need ~200 rocketparts to build it, but then when I go out to actually construct it at my station it needs ~1000 rocketparts. I'm using tweakscale on some of my parts, as well as procedural parts. Could that be the problem?
  7. Question, I'm using EPL and the EPL part hider for stock ISRU installed from CKAN. It seems to have gotten rid of the old recycle bin. It's removed in the part hider .cfg. I was wondering if there is another part that I'm not seeing which replaces the functionality of the recycle bin?
  8. I experienced the exact same problem when I installed KSPI-E over RO (just a few posts back). But when I just installed KSPI-E by itself the problem went away.
  9. Here's a copy of a post I placed in KSPI-E thread below. Is this what you meant by the NEEDS line? Because somehow it seems to have worked. At least in got my framerate up, and with a couple of initial tests the engines seem to be behaving normally. I think I've made some progress in getting KSPI-E and RO to work together, but I'm not all the way there yet. This is all on 64-bit Linux btw. First I did a clean install with just RO and dependencies installed through CKAN, I got ~50 fps at KSC Then I did a clean install with just KSPI-E and dependencies installed through CKAN, I got ~50 fps at
  10. I think I've made some progress in getting KSPI-E and RO to work together, but I'm not all the way there yet. This is all on 64-bit Linux btw. First I did a clean install with just RO and dependencies installed through CKAN, I got ~50 fps at KSC Then I did a clean install with just KSPI-E and dependencies installed through CKAN, I got ~50 fps at KSC Then I did a clean install with RO through CKAN, and KSPI-E installed manually, and I dropped to ~25 fps at KSC But then I modified KSPI-E's RealfuelsFix.cfg to look like in the quotes below, and my fps jumped back up to ~50 fps. I ran some quick t
  11. huh..So do you have both realfuels and interstellar fuel switch installed. Did you do it with CKAN or manually? Maybe it's a problem with RO then, and not realfuels?
  12. Thanks, I did post it in the real fuels thread. I'm going to attempt to make these two work together since I really liked playing with KSPI and RO together in the past. Here's the response I got from the other thread. If you can give me any additional insight, I'd really appreciate it. Especially where those Rad Hardness lines might be coming from. Below is the copy from the RealFuels thread. Thanks for the replies undercoveryankee, and regex. I'm not THAT familiar with modulemanager, so I'm not sure where exactly to apply that NEEDS line. If you'd be kind enough to give me a specific examp
  13. Thanks for the replies undercoveryankee, and regex. I'm not THAT familiar with modulemanager, so I'm not sure where exactly to apply that NEEDS line. If you'd be kind enough to give me a specific example for one tank, I'd be happy to apply it to all the tanks and then share the fix with others. Part of the problem is that with fuelswitch, all the .cfg files are empty (0-bytes) except for two parts files. Should I make a separate .cfg file, or are those two parts the only ones that need to be modified? EDIT: I also noticed that if I manually install KSPI-E over RO, the VAB seems to slow down n
  14. Is there any way around it? I always liked using RO with KSPI
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