Jump to content

Honeybadga

Members
  • Posts

    240
  • Joined

  • Last visited

Everything posted by Honeybadga

  1. Can we assume that most of the mods that have been updated for 1.0 are compatible with 1.0.2?
  2. Quick question: could I ditch all the default TAC parts when I have this pack and Universal Storage?
  3. Not sure if you should compare it to a manned pod. Whether it is a good idea to introduce probe cores as late to the tech tree as Squad does in stock is debatable. Just saying that if you label your pack stock-alike, you might wanna consider to go with the flow. Otherwise there's stuff like Better than starting manned Oh, really? It's a very nice looking part. You'll banish it into a niche by making it less attracitve. Then there's a bunch of people playing with Remote Tech (hopefully soon at least in 1.0 ) Please don't take all this as a rant but rather as constructive criticism.
  4. Not sure about the Guidance Nose-Cone being available in from tier 0 of the tech tree. With it's SAS and torque of 4.0 it's vastly superior to the Stayputnik which only comes at tier 3. Same with the Sparkler 0.625m engine which comes one tier before the stock 48-7S Spark. The Sparkler feels clearly like an upgrade to the Spark. Balancing it like this doesn't make it very stock-alike. Otherwise it really is an awesome pack.
  5. It's not working well. You need some custom configs for it to work, but even then it's not balanced for the changes in KSP 1.0.
  6. No, what I mean is are we able to pump LH2 between tanks back and forth or not?
  7. Are you saying we can't just dock at an orbital fuel depot and refuel our LH2/O tanks?
  8. Is there a way to move the icon to the stock toolbar when I have the one from blizzy installed? Couldn't find anything in the config.txt. I've installed Stage Recovery after I've installed blizzy's toolbar.
  9. That fuel switch thingy messes with the filter by resource button in the editor as none of the tanks show up that hold LFO by default when I filter for LF. Is there anything that can be done about it? Edit: Also, when I right-click an LFO tank in the editor's parts list, can the info about LFO capacities be restored despite the fuel switch capability?
  10. From the OP: -Option to override Career Mode action groups lockout on low level buildings to use action groups immediately if desired (Disabled by default) There's also a link to the instructions how to override the career mode setting. To ease your frustration, here's the link.
  11. I don't know how to comment something out. I'm looking at the part.cfg and I'm not sure which module to delete. Is it the one with name = AnimatedEngine or name = ModuleEngines or both? I don't want to break anything. Sorry for the noob question. As I've said, being able to enable/disable staging via tweakables in the VAB would be pretty rad.
  12. Thanks for working on this, DMagic. SCANsat mode and Future mode are much needed.
  13. I couldn't find an alternateConfig folder with the cfg to remove the LES from the pod. Please, help me see for I am blind. Alternatively, would you consider simply to give the option to disable staging the LES via right-click menu in the VAB? Otherwise, awesome package. The science lab with the built-in service bay is especially $exy.
  14. Anything I can do to get rid of the CFE dependancy or just wait for your update? Can I ditch CFE for the time being?
  15. You mean the change that jet engines now draw fuel from all LF tanks equally? Does this change extend to all jet engines, even from mods? Edit and a bit off topic: We also have a radial xenon tank. Will that work without CFE and fuel lines?
  16. On the loading screen a warning pops up that crossfeed enabler, which comes with this mod is incompatible with 1.0. What does that mean in practice? Is wet wings functionality disabled for the time being or will it break more about B9 PWings? Please forgive the noob question.
  17. Finally, my cold turkey will come to an end. Thank you so much for your efforts, guys. Very much appreciated
×
×
  • Create New...