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skbernard

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Everything posted by skbernard

  1. hey angel, how do you think RoverDude planned supply/organics changes will affect you?
  2. oh no, does this only do it in first person mode (just watched the video) - can we enable this when in third person (yes i can suspend reality with sound in space etc)
  3. dude you totally need to read like the last two pages of a thread before you keep posting stuff that's been asked and answered a million times - or better yet check the github issue tracker
  4. they have likely been placed in other nodes of the CTT tech tree different from what you were expecting in the stock tech tree - check the MM file to see what the CTT set up and distribution is for tech unlocks
  5. ART is borked, recommend to not use for now - Rover will get back to it sometime in the future, my guess is that he's waiting for 1.0 and the default (his) resource system
  6. hotspots were a very specific functionality within ORSX, please dont confuse people - if his scanner has an option to show hotspots his mods are out of date
  7. Hotspots were deprecated with ORSX, upgrade your USI Cluster, namely karbonite and regolith
  8. whoa, never thought about launch clamps either, can someone post a picture, i'm very interested in how it looks
  9. yeah i must have borked something - all is well now and i can finally say i have built my first ever EL buildings (a mining platform and an MCM refinery) - thanks again on to another question about the IMEM - after digging through the configs looking for things i may have broke with EL i started looking at the IMEMs - and yes i know they are just efficiency parts as they are workspaces but one thing i saw when looking at the parts they help is that it doesnt appear to be template specific - for instance it seemed that my aeroponics IMEM increased the efficiency of my refinery module (and every other module that has the IMEM as an efficiceny part) - are the different templates (and looks) just for flavor or do they actually serve a purpose i'm missing? (except the habitat, thats different)
  10. still having issues, i've raised the engineers to 2 stars and modded all crew members to have 0.1 stupidity - productivity is locked at 0 for each module and 0 to vessel productivity - no dice, cant get positive productivity and cant build... anyone have a guess as to whether this is an EPL thing or an MCM thing - i guess i'm leaning towards EPL - - - Updated - - - reinstalled EPL and its fine now - at one point it was discussed that we thought it would be safe to remove EPL parts as we just needed the dll, but that either may not be true or i deleted something else that i shouldnt have - thanks for working through this with me
  11. ah thats probably what it is - i'll double check after work - thanks for the info wombat
  12. Well i am clearly doing something wrong because my build percentage and time is sitting at 0% and 00:00:00 remaining time (while the resources are at 100%, it only needs rocket parts, i have plenty) ... i have two one star engineers in there, whats the minimum engineers to make it work? - i have never, ever been able to get anything to build with EL before... never... i must have a mental block or huge knowledge gap somewhere in my brain...
  13. hey guys, what are the bare minimum modules required to build on site (ground base) with this and EL? (assuming i ship in infinite rocket parts)
  14. sorry for delay in my followup from my original post (work is hellish), but yes i can confirm still having this issue
  15. ah cool, I'll give this a run down and let you guys know if anythings changed
  16. hey guys, i'm having trouble crewing two of the inflatable homesteads on my station, keeps telling me its full and doesnt show up as a valid part for crew transfer - they currently dont have enough machinery to function for their roles - would this affect it - anyone run into this? thanks
  17. DuoDex knows this mod currently breaks all other science parts in any mod and is working to fix it across the board
  18. Do you have the Crowd-Sourced Science definitions module manager config file installed? If so that breaks the science modules, and science on other parts as well.
  19. Yup that was it, i forgot he didnt really update the mod yet - it just continued to work in 0.90, i installed that after yours and nuked the new version of the tools folder - i've made a PSA over there letting people know
  20. hey guys, just wanna post that while yes this does work in 0.90 - if you're redownloading this it contains an outdated version of RoverDude's USI Tools, and that if you install this after MKS or Karbonite or anything you may be overwriting his most recent changes (which causes problems, like things not working corretly), make sure you dont nuke your most recent USI Tools folder
  21. this apparently breaks the science modules in RoverDude's Sounding Rockets as well (not sure if your planned change is a global one or mod specific) - thanks for taking this on and the updates
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