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Marbch

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  1. its a FPS killer.... no matter what version i install. o.k. i have 80 other mods installed. all working fine at at FPS 35-40. after i install this mod it will drop to 10-15 PFS. So it is not usable. My Mac: IMac 5K, late 2015 4 Core i7 32GB RAM AMD Radeon R9 M390 2048 MB if it doesn't work properly only my PC/Mac its only a "thing" for extreme freaks... regards.
  2. Hi i LOVE this mod. But if i use the survey stakes, it does not matter if a add anything at the production process...i mean POWER, FUEL or else.. if i build sth on a pad, it will add the values i have selected in the EL-Menu, but not if i use the stakes... (can make a vid if needed) Still very very cool. regards.
  3. at least the MAC OS X version of KSP CANT read numbers like this, 1.232343453e-5!, i have changed them to 0.00011121324123 style and it works as it should... edit: some files have MAJOR ERRORS...basic "}" are missing....and i don't know if AlwaysActive=true, and AlwaysActive = true makes any different. i copied this //needs,wastes, and need/waste table //warning: if vessel cannot store the waste it gets "wasted", ejected into space. RecipeInputs = Food,3.5,Water,2.2,Oxygen,45,ElectricCharge,1.0 RecipeOutputs = Waste,1.3,True,WasteWater,2.1,True,CarbonDioxide,42,True RequiredResources = CivilianPopulation,0 EfficiencyBonus = .00000462962962962963 //1 kerbin day ConverterName = Civilians into all corresponding files...and success...(i don't know if the last line is needed, and i added the "special-bonuses"-lines to... regards.
  4. hi cool mod. i am using it with TAC Life Support and i was playing around a bit. The resources in Housing-Objects (f.e. HousingSize2.cfg) are used way to fast, even if no civilians or Kerbal is on board. (i can make you a video if needed) But the resources at the "civildokingport.cfg" are consumed as they should/normal. So i went into the files, but could not find the problem. regards.
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