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Revenant503

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Everything posted by Revenant503

  1. Toolbar is currently at 1.1.2 but it works fine for 1.1.3 according to the toolbar forum. I noticed that when I change the version file in toolbar so max version is 1.1.3 and do a refresh KSPI appears (yay). Its probably because toolbar is a dependancy in the metadata .
  2. Hi Noticed a typo in MediumNuclearTank.cfg the mass is set to 0
  3. Actually looking at the configs I liked the way you did that, your giving Fusion and Fission a reason but still leaving a space place for chemical which fits well. The only thing I think it needs is a Community Tech Tree patch, although I'm not even sure of that considering how sparse the tree will be unless another mod is carried in.
  4. yeah but the resource converter in the hitchiker (in HitchikerStorageXontainer.cfg) reads INPUT_RESOURCE { ResourceName = FissileOre Ratio = 0.01 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 60 } OUTPUT_RESOURCE { ResourceName = FissileFuel Ratio = 0.01 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } So my question is how are you mapping the resource FissionOre that is defined and you've got tankage for to the resource FissileOre which the ModuleConverter in the hitchiker uses becasue I can't see how your doing it and am obviously missing something
  5. Hi Probably a silly question is the resource converter in the hitchiker right? Its converting FissileOre to Fissilefuel but has containers for FissionFuel and FissionOre (and FusionFuel) and I can't see the fissiles in resources.cfg ?
  6. This is definitely on my list for my next career game. Recommending RSS - does that mean everything overbalanced vs stock?
  7. seeing this in the log for 19 different things (landing gear, some other mods) [LOG 22:45:15.479] [ModuleManager] Applying node DeadlyReentry/DeadlyReentry/@PART[*]:HAS[!MODULE[ModuleAeroReentry],#leaveTemp[*]]:FINAL to VenStockRevamp/Part Bin/NewParts/LVTEngines/LvT15/LVT15 [LOG 22:45:15.480] [ModuleManager] Cannot find key leaveTemp in PART [LOG 22:45:15.481] [ModuleManager] Error - Cannot parse variable search when inserting new key leaveTemp = #$../leaveTemp$ I don't think that's a needs issue
  8. Yaaay...thanks for that, This mod makes space stations much less of a chore
  9. @cicatrix I don't think that restrictions still there..at least my 1.1.2 Installs CKAN doesn't list any conflicts attached to CRP Also back in the old days of KSP 1.1 (wow 2 weeks ago) I was using CRP and Kerbalism...you'd only really have the potential for trouble if you had another mod that used food or oxygen resources (which were the conflicting resources). Its potentially more of a thing now because you've got people potentially using Kerbalism and TAC or USILS together, but I'm hoping shotgunninja is doing some magic with the resources if you use another LS mod
  10. Great to see this...a Nice two-man capsule has always been a big hole in the stock lineup
  11. Oh sorry that meaning wasn't really conveyed
  12. Have you got RT and USI LS installed?...they won't play well with kerbalism
  13. I hope this continues into 1.1...I always thought it was a fun mod that added lots to the whole local SOI experience
  14. Excellent idea. Between this and Simple Constructs and OKS (depending on how complex I'm feeling for that particular game) I think the whole "ugly part" problem with EPL has gone away. I imagine with this you could delete just about every EPL part and just keep the DLL's to run your parts.
  15. Yeah untick the box and KCT and Facility reset are happy together
  16. Hey guys, you do know KCT has the option to disable its building management functions?
  17. Don't forget, more than anything else the Early Thor/Deltas were the original cut'n'shunt rocket design Need a heavier satellite in GEO?...yeah we'll just add some castors Not enough burn time?..Lets make a long tank Thor, or how about a bigger upper stage Early Deltas are one of my favourite rockets, mainly because you don't see that kind of "make it work" stuff since Saturns came on the scene and they were the original lego rocket, and what could be more KSP than that
  18. Me tooo I think the line @PART[*]:HAS[@MODULE[ModuleActiveRadiator]:AFTER[DeadlyReentry] should read @PART[*]:HAS[@MODULE[ModuleActiveRadiator]]:AFTER[DeadlyReentry] (unbalanced square brackets)
  19. Any chance of a nice 2 man pod to slot in between the mk1 and the apollo? I know there are a couple of other mods that do it but I thought it would go well with your apollo and lander work Great models btw
  20. Now I'm really confused...Agena or Angara? Considering the rest of the Mod I thought Agena was appropriate but looking at context no I'm lost
  21. Weird thing a few packages like ModuleRCSFix running CKAN on a 1.0.5 system, I can still see the ModuleRCSFix package visible and showing a max KSP ver of 1.0.4. Also for that particular one, I remember seeing a reddit comment from NathanKell that that wasn't required in 1.0.5 (and the release thread now says "obsolete in 1.0.5) If your recording max KSP versions why is ckan showing packages out of version? Also...I'd love a better filter mechanism in future ckan for 1.0.5 is currently 8% single aircraft releases if you count packages for example, which is useful for some but kinda noisy for others.
  22. An RSS or even more preferably a RO config would be splendid (RO really needs more 2Kerb pods, come to think of it...everyone needs more 2Kerb pods)
  23. [/QUOTE] Just confirming it works...I didn't particularly like uninstalling all of RO and bunch of other things, so I just deleted solver Engines and downloaded a new copy of V1.11 and installed it - The way CKAN seemed to put he upgrade in was troubling. Hopefully 1.14 when it comes around will be nicer. Oh...it seems AJE and Animate emissive are tied together..downgrading AE requires a downgrade to Advanced Jet Engines to 2.4.1
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