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CaseyJones

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Everything posted by CaseyJones

  1. I came to this thread to search for an answer to this question.. I found it on this very page. Check RB101's comments above you. (I didn't get the category- but more importantly I'm now seeing and able to search the parts) On the previous page there is some info generously provided about adding tags as well
  2. This is seriously amazing! With a config so simple..I can use it Not to mention.. I had nooo idea about Beyond Home..I was soo certain that my next playthrough would be with RSS.. but I was worried about sorting through my now couple hundred mods for compatibility issues.. Thisss changes everything<3
  3. This works so well! Thank you! I was looking for something like this, and ended up with procedural parts to use the variety of textures.. but this.. This seems to work with almost anything It does bloat the MM patches a bit, I'm up to 60k (though I believe it was already around 35-40k) but I have not noticed a performance decrease. As a side note\related to the above, I do not use FAR. All in all, very satisfied that this does what it does! <3
  4. I'm going to continue to look- as I'm sure I must just be not searching the right keywords.. but in the meantime maybe someone has a quick answer? I'm unable to transfer crew through one MOLE section to the next through the 'crew tubes' that are optional parts of the internode service modules. Are they just for looks? I've tried using the stock transfer and CLS with no luck. My lab is connected to the Appaloosa and my command module.. yet the crew tubes seem to be inaccessible As a side note- I have no issue with the engine thrust. and @Czejenesku CRP = Community Resource Pack, Pristine = "removes all templates and converters. You'll have a number of nice looking parts for decorative base building", and Classic Stock is.. vanilla if that's what you mean?
  5. Thank you so much for all of the mods you maintain Linux.. It's really incredible! Unfortunately, unless I'm missing something.. this is not being recognized by RasterPropMonitor- it says 'Engine Ignitor not installed' :\ The original webpage had the compatibility as a separate link that is now broken- I wonder if it was lost along the way? Regardless, I love how easy this is to tweak! I've set the tiny engines to have unlimited ignitions, and very large numbers for the medium, etc.. While also increasing the EC cost quite a bit. The idea was to implement a light weight 'maintenance' + EC charge on engines.. and it's working very well so far Edit: Ah well, nevermind Unfortunately the ignitions are buggy, ie) failure due to no EC while at full EC charge- even directly connected. Failure to ignite due to ullage with the option set to disabled, and with it set to 100% chance. I love the idea but sadly is not working as I'd hoped. I do have a heavy mod load order, so it could easily be my fault. Though I've seen it mentioned elsewhere as well.
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