

bounty123
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Yeah, probably something to do with CCK (Community Category Kit) addon also created by Roverdude, but I'm not sure. I'm quite positive though that sometime long ago there was a misc category with all these non standard category stuff included in the Workshop. Thanks for taking a look.
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Well they can all be accessed in VAB despite not having category (category=none in part cfg), for example Tundra Truss and Minitruss is under Kolonization, before mentioned tank is under Logistics. But there is no category for these in the Workshop. If I set category to Logistics for example in the cfg, it does not show up in the Workshop. If however I set category to Payload or Structural, they will show up in this category in the Workshop and also in VAB duplicated in these categories.
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Hey, thanks for continuing this mod. I have a problem with several parts not being able to be printed. Like most of the MKS stuff, or really anything that doesn't have category specified. So even simple items like C3_FlatTank_01 from MKS doesn't appear in the workshop. Earlier if I remember correctly, there was a misc folder at the last tab, where everything else went. Can't something like this be done here?
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parts [1.3] 'Project Orion' Nuclear Pulse Engine [0.3.0]
bounty123 replied to RoverDude's topic in Add-on Releases
Hello, I submitted a github issue. First I thought GC is buggy, because it could not build a vessel. After some investigation I found that it's because Orion magazine has wrong tankCost values, so when it's empty, it has negative cost. -
I have different experience, GC is very useful in late game for me. For example I tried building a nice base on Eve, it was much-much easier to land DIY kits. Also I can save millions by launching Interplanetary vessels from Minmus instead of Kerbin. Well, this with really hard settings, I can imagine that some aspects might become superfluous if there is practically unlimited money. I recommend installing Orion Nuclear Pulse Engine, there is no such thing as enough money with that
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Thanks a lot! I kept just the necessary addons, linked below the list of them and the save file for testing. That Orion magazine is really suspicious to me, but I have no clue what's happening there. I'd be really happy if it could be saved, I worked so hard to get this built save file addon list
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I have an issue with GC, using the MKS bundled version, but tried it with the full latest as well, with the same results. I'm trying to build a huge interplanetary rocket, spent most of my career money on it. But now I'm stuck on Minmus with the expanded DIY kit, as after completing the build, GC says not all parts could be built. Tried to check the process as the parts are being built, it seems to me that when it reaches the Orion Pulse unit magazine, it jumps to the next part and Materialkit requirement jumps from 76k to 18k instantly. Can you suggest a solution according to this, or should I provide some files? Thanks a lot.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
bounty123 replied to ObiVanDamme's topic in Add-on Releases
It's not working for me with 1.3, items are not visible in the editor. Anyone else experiencing this problem? -
Same here, always played with lack of EC/supplies causing death, being them just grouchy for months without food seemed silly to me. Didn't have kerbals die because of a bug yet.
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I also noticed this earlier, gave me bit of a shocker. But despite the expired warning, the 15d grace period must be active, as they kept on working (according to my settings they die without supplies).
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[1.4.x] Precise Maneuver editor *Looking for translators*
bounty123 replied to Morse's topic in Add-on Releases
Hey, thanks for this, awesome stuff. One thing that drives me nuts though, is the separate + - buttons. I got so used to just left-right clicking for this function, that it's really painful to switch the buttons. Could you make right click as substraction, or at least an option for it? -
On page 149 a similar issue with a solution is mentioned, probably caused by conflicting mods. Check it here.
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@enjoystastycheeses This bug of the home timer is already reported on github as issue #211. I also think it's serious, as it makes habitation useless/unfollowable for kerbals you often do EVA with. I'll test the supplies reset issue also. Edit: made a quick test and supplies seem to work fine, don't reset.
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Pilots are immune to hab effects since a recent update.
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One addition to this, which might help pinpoint the bug. The release where the home timer got broken was 0.5.17.0, last working release was .16.
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