Ravlain

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About Ravlain

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    Bottle Rocketeer

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  1. I 'm playing JNSQ, but I find the Strategia Private Industry strategy is definitely overpowered, especially with the number of DMagic multi-part contracts. Is there any way I could patch the strategy setup to do one of these? 1) Pay out bonus science only on contract completion, not for every stage. or 2) Reduce the science rewards to a lower value (around 25% of the current payout) I've asked in the JNSQ thread but had no response there, can anyone here help? Thanks
  2. I love this pack, but I find the Strategia Private Industry strategy is definitely overpowered, especially with the number of DMagic multi-part contracts. Is there any way I could patch the contract setup to do one of these? 1) Pay out science only on contract completion, not for every stage. or 2) Reduce the science rewards to a lower value (around 25% of the current payout) Thanks
  3. I've got it running, seems to work OK, but I have to agree about the toolbar, it's hideous.
  4. Is there any way to override a conflict defined in CKAN? I want to run DMagic Orbital Science and ForScience!, but there is a defined conflict, because whoever was developing ForScience! didn't want to deal with endless queries about why it didn't support DMagic. I can completely understand this, and I know the ForScience won't deal with DMagic experiments, that's fine. Having installed ForScience manually CKAN now fails to complete any installs of other mods totally unrelated to DMagic or ForScience due to the conflict. Is there any way to fix this other than moving ForScience out of Gamedata every time I want to use CKAN?
  5. OK, checked the save and it requires an additional 3.5762787774729077E-05 rocket parts, annoying as I thought I had enough. If I adjust BuildResrouce in BuildCost and BuiltStuff to the even 1600 will this release the build?
  6. @taniwha or anyone who can help, I'm making progress, but I must still be missing something. I've got the construction working (just a single Rockomax Jumbo 64 tank), build time has completed, but no way to finalize the build? Image here :- https://imgur.com/a/wNu4p0m
  7. @taniwha Oops, I misread something earlier in the thread. Time for a second try. Thanks for a great mod.
  8. Hi @taniwha , I'm trying to use EL for the first time, and I'm not sure if I'm doing something wrong. I've created a basic space dockyard, with a construction drone, 1600 RP in its internal inventory, and 6 control points ready to add fuel storage and start expanding the base. I get it to orbit, turn on power, and try to start building a fuel tank on to one of the control points, before recycling the booster that brought the station to orbit, but right-click on the control point or drone shows nothing relevant, do I need an actual workshop before I can start construction? Craft file is here :- https://www.dropbox.com/s/c1mtv4lx2m3fsjl/orbital shipyard.craft?dl=0 Built with Restock+, and I think the reactor is from Kerbal Atomics. I should mention that I've changed the recycler to produce Metal, as I don't want to have to deal with the amount of fuel needed to run a smelter in orbit.