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Thompson64

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  1. Hi, I have a problem with Kerbalism UI, haven´t noticed it before in a thread and search comes up empty... Planner seems to have missing all graphical icons like batttery icon, day/night indicator icon etc... Had anyone run into this? I am running extremely modded install, so I guess I can´t blame anyone... just asking
  2. Oh, I don't know if it is the case in latest release, I just remember this behavior from previous versions.
  3. I will confess, that I don't like the idea of alternator and I usually comment them out from config files altogehter. And in case of Interstellar, they can provide power even when engine run out of nuclear fuel which seems wrong to me. (I understand, that from developer's point of view, there is not much he can do about this or the time and effort isn't worth it)
  4. I've tested it again in sandbox mode and indeed everything is working as expected. Is this functionality tied up to some upgrade node?
  5. Hi, I'd like to ask few questions regarding thermal electric generators and nuclear engines. In previous versions of mod (last build for 1.2.1 I think) it was possible to couple for example nuclear candle engine with thermal electric generator to produce low anmounts of electricity (sort of high power rtg if you like), this is not possible in current version however, it is still possible to couple nuclear solid core engine this way. My question is, is it legitimate to use these components like this or am I exploiting a bug? My apologies for rough english, I am not a native speaker.
  6. Hi, druing my career playthrough I've noticed my thermal electric generators were not upgraded after researching "Experimental electronics" node. There is bug in SmallElectricGenerator part definition file, its upgrade node is incorectly set to largeNuclearPower or something like that, when it should be set to upgradeTechReq = experimentalElectrics. My apalogy if this issue has been already fixed.
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