Temeriki

Members
  • Content Count

    179
  • Joined

  • Last visited

Community Reputation

40 Excellent

About Temeriki

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

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

  1. Holy moley, just noticed Kopernicus updated so I can finally add opm binto my playthrough. Quick question would having the expansions installed interfere with Opm? I remember with making history some mods not working properly if the expansion was installed. I mean Im gonna try doing it tonight anyways (after making a backup) but was just wondering if there was anything obvious I needed to be aware of?
  2. What mod/part cause I had no idea I needed that until now.
  3. Does the lack of motivation apply to version updates? I guess what Im asking is are you guys planning on releasing an official 1.5.x version or should I just square peg round hole my own? Love this planet pack, thank you for all your hard work!
  4. Just in case anyone's wondering followed the install instructions and everything's loaded perfectly. Getting all my other mods loaded now.
  5. AWESOMESAUCE! This is the combination im gonna try to get loading! GPP + GPP_Secondary + GEP + OPM: The OPM planets are added to the stock solar system. Ciro and the GPP planets are added as a secondary solar system orbiting the stock solar system. Grannus and the GEP planets are added as a tertiary solar system orbiting the GPP solar system.
  6. I have a question, I can find tons of information on how to set up GEP primary with GPP secondary, but adding OPM either Im freaking blind or is it as simple as just dropping it in? If I install gpp as primary and gep as secondary do I just drop in OPM as well, where does opm end up? Is there an option for stock primary, gpp secondary, gep tertiary, +opm?
  7. Thanks Nertea! These new packs are ahhhhhhmmmmmmmaaaazzzzinnnnnnggggg! Fyi, rolled a pure Near Future save just to get a feel for the new parts, really like their balance to stock. Are planning to have any generator function on the nuclear engines in the future?
  8. Thats what I was wondering, without nfe apparently it doesnt patch it over to kspie because theres no reactor component to patch until nfe is installed, im guessing im gonna have to mash nfe into a near future only save, then smash kspie into that. I understand its on kspie to provide that patch, I usually write my own patch to make them work together better, I just need to know what the intended behavior is first.
  9. Hey quick question about the new aeronautics pack. So im starting a save (1.4.5) and per usual Im ramming together KSPIE, near future, and MKS and sorting out the issues (kspie for tech and electrical, near future for the sexy parts, and mks cause I like to build off world). Initial ramming was done with no custom configs between them, only one load was done at this time, just wanted to make sure the game was bootable in sandbox. So one thing I noticed is the new nuclear engines dont seem to have any actual reactor component, but are very mass heavy and have the proper specs to represent a nuclear engine, is this intentional in design or is the reactor/power gen component added with nfe? These parts look freaking amazing btw, thanks Nertea!
  10. Do you have any of the near future mods installed? If you have certain near future mods installed it lowers kspie to be on par with near futures power levels. I guess their working on in the future instead near future will get cranked up too kspie levels.
  11. When you say in When you say integration with far future are you talking about making a MM compat or making stock KSPI-e integrate with far future out of the box? Either way im excited!
  12. I have a question, If I were have a pebblebed reactor, throw a thermal gen on that, and connect a mirror to the other side of the thermal gen. Would the thermal gen be able to switch to the mirror if the mirror was active and receiving more power than the pebblebed?
  13. Ive been having a similar issue with the Timberwind Engine, I THINK(havnt done that much bug testing) ive traced at least part of this issue to a "supercapacitor" part, I also had a regular MJ only capacitor. I think the supercapacitors stored charge (conversion of ec I think) throws off the mods ability to regulate the ec/mj ratio. I may have the names of the parts wrong but I think its whatever part that adds a ""stored charge" resource". Im running a lot of mods and some custom MM patches so your issue may be different, but do you have one of those supercap parts on the ship that seems to break reactors?
  14. I couldnt figure out where, but I eventually thought check the link in ckan to find the git, issue logged. In case anyone has any specific feedback https://github.com/ChrisAdderley/CryoTanks/issues/51