-
Content Count
215 -
Joined
-
Last visited
Community Reputation
39 ExcellentAbout Caithloki
-
Rank
Rocketry Enthusiast
Contact Methods
- Website URL
Profile Information
-
Location
Canada, PE
Recent Profile Visitors
2,128 profile views
-
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Caithloki replied to linuxgurugamer's topic in Add-on Releases
So I am getting a weird glitch with this mod, when I go into the buildings and try to leave them it acts like I have left them but leaves me stuck in said building. I can activate anything in the settings either so I cannot load save go to settings or go to the main menu, only way to leave is force closing the program. Edit: Disregard I was missing a needed modded. -
[1.9.x] State Funding Continued - MM added as dependency
Caithloki replied to linuxgurugamer's topic in Add-on Releases
Okay I think I figured it out, if you have a ship with parts that drop off, say like in my situation it was 8 dropped stages (4 fleas, 4 tanks) , they will be consider accidents if they are dropped onto the Kerbal Space Center area, I had 6 of em drop on the launch pad and 2 got far enough away. Depending on how you accident happened @outworlder that could be why you had so many accidents. -
[1.9.x] State Funding Continued - MM added as dependency
Caithloki replied to linuxgurugamer's topic in Add-on Releases
What creates the accidents modifier? I have 6 right now and I am not sure what caused em. -
[1.11.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in Add-on Releases
Ah, thats the issue. Thanks for the info. -
[1.11.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in Add-on Releases
I cannot remember the exact name, but its the pop up storage, ive tried with the tanks as well that have PL as well. -
[1.11.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in Add-on Releases
I seem to be having issues with PL, I saw comments on LL saying it is not updating. I currently have a craft that I have tried with and without pilots, different tanks, different planets but no matter what it does not push the water to the PL. This is the craft, as you can see it has the pop up storage on the side that I have working on my main base, it has pushed all those resources in the list, but with this one it will not work even with a full tank of water. Is there something I am doing wrong? If more info is needed then in this pic I just ended a livestream with this craft and -
[1.11.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in Add-on Releases
Hello, I am currently have issues with food production on my base, I have and engineer and scientist on the base but with Cultivate S on both the duna model and the pop up green house but I only get 5% efficiency. Does it only work well when I have a botinist or farmer or is there more to it? both modules have full machinery and resources available to produce stuff.