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Turin Malos

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  • About me
    Un petit souris
  • Location
    SE USA
  • Interests
    Keeping rodents of various sizes, Destiny, compulsively modding, wrestling (WWE, LU, CZW)
  1. I like the mod as I'm that guy telling people to name their computers and won't buy vehicles that use model numbers instead of names (I mean, c'mon Mazda, could you be any less creative?). One suggestion: Add the prefix 'KSV' (Kerbal Spacefaring Vessel) to the pool. It's the one I felt most logical, so it's the one I use most often. Edit: Oh wait, you did. Sorry!
  2. Just to get this straight: Does this mean we can add automatic upgrades across the board to tech nodes? Something like if an engine uses oxidizer, it gains X Isp?
  3. If it can be done with cfgs alone, I'll figure it out m'self.
  4. Something I'd love to see is SCANSat integration. Being able to use RnD to widen operational altitude windows and FoV would be awesome, especially the very short-range BTDT. (ignore if it's already been said - I admit to not looking)
  5. Thanks for telling me, I'll have to play around and see if I have issues like that. If I have, I didn't notice. Perhaps I'm just lucky in that regard.
  6. Given my experience: I decided to take my chances and removed the 'no tweakscale' restriction manually as I use it extensively. I've done so since 1.1 and have had absolutely no problems because of it yet. I'm honestly left to wonder why its there in the first place, but then again, I'm not a programmer, just someone willing to play with cfg files. YMMV.
  7. Is it possible to change the utilization multiplier upon learning a tech? If so, how? For sake of clarity: As a part of researching a tech, the utilization multiplier of specific fuels/resources would increase or decrease. Apologies if this one has already been asked, couldn't find it when I went searching.
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