Nathangun

Members
  • Content count

    77
  • Joined

  • Last visited

Community Reputation

12 Good

1 Follower

About Nathangun

  • Rank
    Rocketry Enthusiast

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. Nathangun

    [1.3.1/1.4.3] Kerbalism v1.5.1

    Haven't played KSP in a few months, my RSS/Kerbalism (KSP 1.2.2 ) keeps crashing so I'm planning on starting a newer version of the game. So from what I gathered from reading these forums is that the way signal worked has been redone or has it been scrapped all together? Also, which build is the stable one? the 'jenkins build' or the 1.5.1 (KSP 1.4.3?) ? and where I can get it. What are the known bugs? and finally, what planet packs are now supported? Thanks in advance to any replies. Interesting, which version of KSP is it compatible with? Impressive, the marriage of MKS and Kerbalism may yet still happen.
  2. Nathangun

    [1.3.1/1.4.3] Kerbalism v1.5.1

    About the notifications, when you click on a vessel in the kerbalism monitor, click on the cfg tab. Once you click on that you'll see a list of notification tabs (like signal, batteries etc..) with a 'green tick' on the right column, click on the one you don't want to get alerts for.
  3. Nathangun

    [1.3.1/1.4.3] Kerbalism v1.5.1

    About the notifications, when you click on a vessel in the kerbalism monitor, click on the cfg tab. Once you click on that you'll see a list of notification tabs (like signal, batteries etc..) with a 'green tick' on the right column, click on the one you don't want to get alerts for. Try pressing B in the map view. Clever Why not create a different install?
  4. Nathangun

    [1.3.1/1.4.3] Kerbalism v1.5.1

    AH excellent! A very useful mod in kerbalism-ed universe.
  5. Nathangun

    [1.3.1/1.4.3] Kerbalism v1.5.1

    What's SSPX ?
  6. Nathangun

    [1.3.0] Kerbalism v1.2.9

    Just catching up on this thread, have you tried using configurable containers mod? It's quite useful if you want to have a tank with various food/gas/fuel types.
  7. Nathangun

    [1.3.0] Kerbalism v1.2.9

    Should be in the profile cfg.
  8. Nathangun

    [1.3.0] Kerbalism v1.2.9

    When you click on a vessel in the kerbalism monitor, click on the cfg tab. Once you click on that you'll see a list of notification tabs (like signal, batteries etc..) with a 'green tick' on the right column, click on the one you don't want to get alerts for.
  9. Nathangun

    [1.3.0] Kerbalism v1.2.9

    The next time you reply here click on the 'Notify me of replies' tab, bottom left.
  10. Nathangun

    [1.3.0] Kerbalism v1.2.9

    Thanks for the help though! Should be able to gather science around KSC, as far as I can remember. And another thing, you won't get to gather science above biome 'X' or high over biome'X'. Just high over Earth, low over Earth etc etc...
  11. Nathangun

    [1.3.0] Kerbalism v1.2.9

    You'd don't get total science points instantly, depending on the size of the data the science points go up gradually.
  12. Nathangun

    [1.3.0] Kerbalism v1.2.9

    https://github.com/ShotgunNinja/Kerbalism/issues/162#issuecomment-338810899 I created a cfg file for ya.Drop into the Kerbalism folder (use Module Manager 2.8.1). Kerbalism 1.3.1 cfg file
  13. Nathangun

    [1.3.0] Kerbalism v1.2.9

    Thanks, good to know.
  14. Nathangun

    [1.3.0] Kerbalism v1.2.9

    Thanks @lordcirth
  15. Nathangun

    [1.3.0] Kerbalism v1.2.9

    @lordcirth does the patch work? And if so where is it placed in the Game Data folder?