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About Cosmonauth

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  1. And still no joystick/game pads support on Linux?
  2. After CRP installing and providing converters with right resources, all works like a charm. Ability to turn on/off things automatically, insane! Maybe it worth to mention somewhere that CRP is a dependency for Kerbalism?
  3. Thanx for the answer. Is that mandatory to turn converters on in the editor? I've tried them during flight with no success =/ PS: CRP installed
  4. I played around 8 hours in Science Mode: First of all, I want to play this game again, because this mod is awesome! I love new science system, finally I have a reason to get to the orbit and stay for a while instead of "flyby the system, collect your data". This is what science model of KSP should be. But I have few questions: 1 In early stages of career, it's almost impossible to get science due lack of power. No solar panels, no batteries, misery. Converters aren't provide any power generation options, which makes start of the game a bit frustrating. 2 My planner not showing food/water values and rates. Environmental values are there, like humidity and CO2, but nothing regarding supplies. Is it intended? UPD: My guess it that I need CRP, which I didn't install =/
  5. Just installed 3.0 Kerbalism was my fav mod, but now it's even better. I'm so happy, speechless...
  6. I think he meant "stock" radiators. Btw, i wonder, if Interstellar radiators can be used instead of stock radiators to manage stock heat?
  7. It would be really nice to know, if there is a typo or not. Coz last few days I'm trying to build something flyable with FAR, and OPT parts has kinda strange behaviour. Unfortunately I expiriencing a lack of spare time to investigate this. UPD: After a bit of googling I can say there's definitely a typo.
  8. For those who interested 'bout FAR patch. OPT parts generate negative lift without that particular patch, so I assume it's mandatory, if you want to fly with FAR xD
  9. I'm curious 'bout FAR compability patch. What exactly it does? I got my hand on FAR just yesterday, and without patch my crafts flies like a charm.
  10. Hey man, I am using OPT and can't report any issues or conflicts. Only thing missing is Interstellar Fuel Switch support by OPT (It uses Firespitter by default). This patch was made by ABZB, and it makes everything perfectly compatible xD, but make sure you don't have Firespitter installed, coz it that case it would do nothing =) //sets up these parts to be handled by the main patch file @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer]|@RESOURCE[MonoPropellant],!RESOURCE[ElectricCharge],!MODULE[InterstellarFuelSwitch],#author[K.Yeon]]:NEEDS[InterstellarFuelSwitch]:FIRST { OPTRsave = #$/RESOURCE[LiquidFuel]/maxAmount$ @OPTRsave += #$/RESOURCE[Oxidizer]/maxAmount$ !RESOURCE[Oxidizer]{} amIforIFS = TRUE } @PART[*]:HAS[#amIforIFS[TRUE]]:AFTER[OPT] { !MODULE[ModuleFuelTanks]{} !MODULE[FSmeshSwitch],*{} !MODULE[FSfuelSwitch],*{} %RESOURCE[LiquidFuel] { %amount = #$/../OPTRsave$ %maxAmount = #$/../OPTRsave$ } }
  11. Well, in that case it's really weird, coz I have that node, and Hydrazine is displayed in the VAB popup, but still it can't be selected =/
  12. I think I can live with that xD It's dense and heavy, but very efficient for thermal propulsion. Would you please clarify, which node I need to research to make it available?
  13. Sorry man, I wish to be helpful but I'm not programmer. One thing I can suggest is about Generic IFS Script, you can edit it yourself the way you want since it's just MM configs, which define content for stock tanks. You can find these configs at /GameData/InterstellarFuelSwitch/patches. If you don't like functionality of IFS tanks, maybe you should use IFS core plugin instead of IFS mod, to satisfy dependencies from other mods @FreeThinker FYN, I think I've found a bug, which I described by editing one of my previous posts.
  14. This is intentional. I guess, you have Community Resource Pack installed. Try to delete it and see what happens. Be sure you did backup of your savegames.