rottielover

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About rottielover

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  1. rottielover

    [1.3] USI Life Support [0.5.0]

    CKAN is listing them as compatible with up to version 1.3.9 of KSP, I'm assuming to cover future versioning , anyone else able to reproduce this?
  2. rottielover

    [1.3] USI Life Support [0.5.0]

    USI Tools is causing 1.3.1 to crash after the load screen just prior to the Menu screen coming up. I'm using ckan and noticed that after trying to install USI Life Support. So I used Ckan to install / uninstall things one at a time and finally narrowed it down to USI Tools, which is a dependency for a lot of things. I have the logs, but wanted to see if this was already a known issue with the latest update for KSP before I go doing a full on bug report.
  3. rottielover

    New Build suggestions please

    xScience AlternateResourcePanel AnimatedDecouplers AntennaSleep Astrogator AtmosphereAutopilot BetterBurnTime BonVoyage CapCom Chatterer ChattererExtended CommunityCategoryKit CommunityResourcePack CommunityTraitIcons ContractParser CriticalTemperatureGauge CrowdSourcedScience DMagicOrbitalScience DockingPortAlignmentIndicator DockingPortSoundFX EditorExtensionsRedux ExceptionDetector FelineUtilityRovers FirespitterCore FlagRotateCont GravityTurnContinued IndicatorLights IndicatorLightsCommunityExtensions KEI KerbalAlarmClock KAS KerbalEngineerRedux KIS KerbalJointReinforcement KerbalPlanetaryBaseSystems KerbnetController Konstruction KSP-AVC LandingHeight MechJeb2 MechJebForAll ModuleManager NearFutureProps PortraitStats ProceduralFairings ProgressParser QuickBrake QuickExit QuickSearch RCSSounds RealChute SCANsat ScienceRelay ShipManifest StageRecovery StationScienceContinued StationPartsExpansion SDHI-ServiceModuleSystem SDHI-SharedAssets Suppliesbackpack SurfaceExperimentPack surfacelights TarsierSpaceTechnologyWithGalaxies TheGoldStandard ToadicusToolsContinued Toolbar Trajectories TweakableEverythingCont UniversalStorage USI-EXP USI-LS USITools VentralDrill This is what I just did with CKAN
  4. rottielover

    New Build suggestions please

    Finally getting back into KSP and after making the same mistake I always do (installed 113 mods), I've decided to ask the community for help with my mod addiction. I want to start a new career mode with the following goals in mind: Keep things as "Stockalike" as possible (IE no real world recreation mods or kerbalized real world stuff like FASA) This career save will be used once the new update hits, so I want to splurge on Science additions to build up my science supply (DMagic comes immediately to mind). UI and quality of Life (my life!) enhancements encouraged, Kerbal Alarm Clock, Alternate Resource Panel, MechJeb are all on the list automatically. With that, I would love to get some suggestions! I used to play with TAC LS, but I find myself installing like 10 companion mods trying to get more stuff for it, I think I might prefer a simpler life support mod this time around. Thank you in advance!!!!! Oh and I would like to stick with mods available through CKAN to make my life easier if possible.
  5. rottielover

    [1.5.x] Pathfinder - Space Camping & Geoscience

    I was hoping I could find someone to point me in the correct direction. I'm getting back into KSP after a long hiatus (I think the last I really seriously played was in .23 days, I came back to touch-base with 1.0 etc but never sat down and did a career save). Anyway that said I play with a handful of mods, the short list is KIS/KAS, Pathfinder, TAC LS, Planetary Base sys, mech jeb, BARIS, MOLE, and Buffalo to name most. Anyway, I was reading the Wiki on setting up a starter base, but it doesn't' cover how to cover life support needs with TAC installed. I was hoping that I could find someone with experience to help coach me along. I'd like to tackle learning this again in a few steps. Step 1 was remembering/re-learning KIS/KAS so that's done, I did the Wiki starter base. Step 2 is how to I use pathfinder parts to setup a sustainable supply of food, water, and oxygen for a pair of kerbals (I want to send a survey team to Minmus in prep for a perm. base and station). Finally the last phases would be learning the rest of Pathfinder to be able to produce the items needed for OSI (I think thats the name, with the 3D printer and storage) so that I can create new base modules as needed. Back in the day I played with MKS/OKS as well, but to be perfectly honest a lot of these mods are getting way to complex and over my head to be fun. I'd like some challenge, but I also don't want to spend 3 hours calculating a resource chain when I could be blowing stuff up in a game of little green men. I guess I'm that guy that wants complexity up to a certain point, then it hits a tipping point of becoming grindy . So I'm open to suggestions!! Thank you in advance, and much appreciated!
  6. rottielover

    [1.0.2]HGR 1.875m parts(v1.3.0 released)

    Awesome thank you!!!!
  7. rottielover

    [1.0.2]HGR 1.875m parts(v1.3.0 released)

    oh happy day! BTW does anyone have a mirror, the two download links on the OP are broked... Thank you Orionkermin! HGR is one of my favorite parts packs ever.
  8. rottielover

    [1.0.5] FASA 5.44

    Posted 13 hours ago · Report post The RT mod has its two own MM patches for FASA, RemoteTech_FASA_Antennas.cfg and RemoteTech_FASA_Probes.cfg, which should work on your computer. But they are last updated in 2015 and I see the FASA mod is not updated since KSP 1.0, besides the community patches supplied. You may want to post a question to the FASA thread to ask about any recent change in community FASA patches prevent the RT's FASA patches from working. So I am here, asking about Remote Tech. I also opened an Issue on the Github page hoping someone would see it there also.
  9. rottielover

    [1.5.1, 1.4.5, 1.3.1] RemoteTech v1.9.0 [2018-10-29]

    Could someone point me in the correct direction? I installed RT via ckan, and FASA, but none of the FASA antenna's work with Remote Tech. Is there a MM patch someplace for this?
  10. did not realize folks were posting here about the ground construction issue, I opened a separate issue as well.
  11. Have been playing more lately myself again. Trying to get the mix of mods right
  12. With the forum threads lost I'm not sure where else to post to get information. I'm looking to find out if Carmics has been around in a while, and if AIES is "dead" or if anyone has a working link / MM configs to make it work in 1.2 ? Thanks in advance!!
  13. rottielover

    [1.3] USI Life Support [0.5.0]

    Thank you the wiki is what I needed. Here I was thinking that there was going to be no way to establish perm. resident colonists, but sounds like I just need the right parts.... Leads me into a suggestion though, maybe the colonist kerbals (those you can hire with that rating), as I understand it right now they simply raise all the colony stats. Maybe they could be "buffed" a bit on the hab home times ? IE if I'm a kerbal colonist recruited, I'm probably not looking to make a return to kerbin?? Not sure, it's a thought.
  14. rottielover

    [1.3] USI Life Support [0.5.0]

    So I've been reading up on Hab and Home and I guess I'm still missing something in the concepts. Back on page 92 or 93 RoverDude said this: So the timers make sense to me, but what I don't still understand in reading 100 pages is HOW do I build bases / ships that alter those numbers?? IE, How would I build said transit vessel above and know that I'm going to get 2 years of Hab and Home out of it?