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Everything posted by Trevisan

  1. More performance improve improvements are always welcome too!
  2. WOW! Thanks for the recompile! Really missed the rover sounds, game isn't just the same without them!
  3. Confirmed, the issue is gone! My bad, my install was missing some FS bits... Anyway I also find out that if you use the startup engine button your batteries wont recharge even with the correct plugin.
  4. I just did some testing using the stock alternator after re downloading FS (my install was missing the FS core) and its working now. At least on one engine, will report back after I tested all the rotorwings!
  5. Last time I used your mod was back in early 2017. I remember building some long-range transport choppers to use in Kerbinside passenger and rescue missions. Tried to replicate an old design from that time and just found out they run out of EC before leaving KSC's proximity Here are two examples of rescue/passenger choppers I used to use. Both were built in KSP 1.2.2: Again, thanks for the help and for those wonderful mods! Edit: I've been away from KSP for quite sometime, only got back in 1.4.X. So I was not aware of your grounded until recently, when I c
  6. @blackheart612 No worries, take your time. And thank you again, been using your mods for some time and really enjoy them! But is there a way to re-enable electric charge generation again like it was in older versions?
  7. Hey blackheart612 , Is there a way to make the Rotorwing generate power? I even changed the config to include a "ModuleAlternator" and still dont work, the helicopter engines dont generate power.
  8. Ohhhh, cant Wait! This mod has really changed my approach to rovers and ground vehicles
  9. Another question here: Can I use it just to change my Kerbals heads using a menu like in TR ou TRR? I just need that feature, the new TRR version file folder structure has changed I cant make it see my headtextures anymore
  10. Can you guys help me out (again)? I've been away from KSP for some time and I cant make this mod work anymore. I read the OP and I know that this isnt fully compatible with KSP 1.4 but i keep seeing people who managed to make it work. I tried everything, but my custom headtextures are not showing up! I'm using the "diverse kerbal heads" pack and some others, but looks like the folder structure changed from previous version and i cant for the love of Jeb find a way to make the game "see" the textures. On the other hand, I'm using a skybox replacement and its working fine. The "Texture repl
  11. Wow, thanks for the update! Just saw this in CKAN again. This mod is one of those small things you never know you loved until you missed it!
  12. Now Kerbals can do proper maintenance on nuclear reactors without glowing in the dark for some time!
  13. Sometimes the Kerbal gets duplicated when you enter a command Pod. Old versions did it a lot of times, your version did it only once in over 10 hours of gameplay. I mean, the Kerbal enters the capsule/pod and leaves behind a copy of himself.
  14. No issues here, although the old Kerbal cloning bug sometimes happens.
  15. Hey Guru, thanks for adopting this mod and bringing it back! Will test when I got home and report if anything weird happens.
  16. Yay, it worked! Thanks for taking the time to explain me the issue, guys. Thats why this community is one of the best around, ever.
  17. Hehe, silly me, forgot about that. Will get back in a few minutes to show the results
  18. Hi guys, can anyone help me? I transfered my savefile from KSP 1.2.2 to 1.31. but cant make my old female heads (necKros female heads pack) work right as before. I tried converting all textures to .DDS format using Paint.net, even putting them upside down like in the Diverse Kerbal Heads mods, but they end like this ingame: They look OK in the texture selector: Is there something else I'm missing here? Thanks in advance. Also, Thanks HaArLiNsH for continuing this essential mod!
  19. This is one of my must-have mods that I cant play KSP without.! Many thanks and may your vessels fly true and dont crash!
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