Jump to content

N70

Members
  • Content Count

    280
  • Joined

  • Last visited

Everything posted by N70

  1. iti propabnynbly won't eb supported even if it does works
  2. copying the "Kerbalism/Localization/zh-cn.cfg" from Kerbalism 3.7 to Kerbalism 3.1 would likely work.
  3. before anyone asks about 1.8 support: it probably works, you just gotta copy or rename the Shaders/17 folder to Shaders/18, and copy or rename Kerbalism17.kbin to Kerbalism18.kbin no guarantees, but i've heard it works
  4. Are you sure it's just not transmitting when you're not looking? Also plz ask these questions on the discord .-.
  5. There is no secret organization of modders. That would be just crazy.
  6. I do plan to make a life support mod for KSP 2.
  7. Please don't ping me over every little thing.
  8. Hallelujah! Thank you!! Gonna buy this as soon as it releases! Also, what about Linux support?
  9. Multiplayer is already confirmed. Did you read the steam/website page?
  10. I hope the Chinese- I mean Epic Games don't bribe ya'll to make this EGS-exclusive.
  11. wiki has been moved to github: https://github.com/Kerbalism/Kerbalism/wiki
  12. Are you sure your antennas are configured correctly and pointing at Kerbin? Logs look fine.
  13. They're manually added in GameData/KerbalismConfig/System/ScienceRework/HardDriveConfigs.cfg
  14. Pods and probe cores primarily. The sizes are determined by the config. I believe the KER thing that looks like a hard drive also has a hard drive, and there may be others.
  15. you can use the other when one's depleted i'm pretty sure.
  16. along the tech tree you unlock upgrades to hard drive anyways. also you don't do science IRL by doing it twice at the same time i'm pretty sure
  17. why are both Kerbalism AND TAC dependencies i hope this turns out okay btw
  18. You do realize, when science parts are active, as long as there's hard drive space, they'll automatically collect science in areas where they can, right? And in the RnD building you can view where you HAVE gotten science from.
  19. Just rename Trajectories16.bin to Trajectories.dll, delete the other .bins and the bootstrap.
  20. As a rule of thumb, all mods for 1.4 and up work with 1.7
×
×
  • Create New...