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JeffreyCor

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Everything posted by JeffreyCor

  1. I think Advanced Metalworks is a good place for them. This looks like it will be a big asset in rocket building!
  2. After trying both, I prefer the Spaceport version as I find the Github version to be far too complex nearing the point of being its own independent simulation. I like the idea of the difficulty levels, as this seems to make the mod fix everyone's style of play. I an understand the reasoning behind not having xenon produced though Biomass and it makes sense. For how long it should take to produce things I believe rests heavily on if it will produce when not the active ship and how friendly it is to time compression. Under both it should be an inverse relationship such as if it does not produce when not actively selected this should be compensated for by a faster growth rate. Similarly the less friendly it is to time compression, the faster it should produce and vice versa the friendlier it functions under time compression the slower the base production / growth rate. With all these factors in mind, I am leaning toward the rates mentioned under Easy with the requirements of Normal being ideal.
  3. Love the idea of tracks, wanted something like this for my cranes. Unfortunately I can't get them to run in my .23 game. Trying the Mark Five and Mark Four, both draw power as expected when trying to move, but they don't go. And yes, I did make sure the parking break wasn't set I even took a Mark Five, put just a battery and command module on it to make very sure it wasn't over loaded, and had the same result.
  4. I love your future plans! I am using the Biomass Spaceport (simpler) version for food and oxygen currently on my space station and moon base. Been trying to find a good way to 'mine' water so I can make a colony self sustaining for life support
  5. This is a great addition! Been adding fairings to almost all my rockets with this. Great job and looking forward to your future updates
  6. Fill the supply module with clipboards and dock it with the station, this will give you a supply of clipboards to be able to do microgravity experiments. I don't know of any other way to get more up there.
  7. In flight the display doesn't hide when clicking the toolbar icon, it remains persistent on the screen for the movable parts. The show/hide on the toolbar does work as expected in the VAB however. Other toolbar supported mods are also working properly, only IR is not hiding during flight.
  8. Thank you for this!! I have been wanting something for my probes to be able to do soil samples and transmit data back like actual NASA probes do and thanks to you that is now possible. The animation is great too.
  9. I only started using this after .23, but that sound like it would be great to have an option for to be able to see the ranges of the antennas! It would save a lot of guesswork on knowing if you're in range of an antenna or if you'll need to use a dish. If it hasn't been planned, I'm very much in favor of this being added!
  10. I love the telescope! The hard drives however don't seem to serve a useful purpose at least with the science update in .23. The data is transferred from the interments to the drives, but the interments are then unusable unless cleaned by the new science module. Maybe I'm missing something.
  11. Love the mod and thanks for the update! Wanted to report in that with the .23 update I've been getting a random ship exploding when connecting a transfer pipe far more often than previously. Used to only have a strut blow when attaching occasionally, not almost half of the pipe connections have caused both ships to explode completely.
  12. I use this instead of Wolf Pack. I only wanted cargo bays not everything that comes in Wolf Pack and have had no problem with this in .23
  13. I agree with thecoshman and DerekL1963. The ability to reaim a dish while not in control can be seen as akin to an automated fallback system for a dish that is already active. Not allowing a deactivated dish to be activated when there is no communication addresses the issue of "cheating" as you can't turn on a dish without having a data connection only retarget one that is already active.
  14. Dev build you posted seems to be working great here, no errors (apart from the "unknown target" already known) have been encountered. Is there any instructions of what the buttons in map view do? I've searched the thread a few different ways to find something. I've tried piecing it together but it's mostly guess work.
  15. I think I'll wait till your update is up, as my attempt to add them resulted in the game hanging when loading the tanks now Worked fine before I tried to "fix" it so no doubt it's my fault.
  16. All part of the process adding TechRequired = start to each to reflect this intent.
  17. Thank you Cliph! started an new save game to ensure no overlap problems and will be checking for any problems. So far this is really amazing!
  18. I have been looking for but have been unable to find the link to a complied experimental version. Every link I have seen has been removed. Your edit went up as I was writing If there is another source for it I'd be more than happy to try it.
  19. Have KSP hang when loading Gigadish also. KSP.log repeats error stating: [WRN 09:36:45.577] File 'E:/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/..//GameData/RemoteTech2/RemoteTech_Settings.cfg' does not exist [EXC 09:36:45.650] StackOverflowException: The requested operation caused a stack overflow. [EXC 09:36:46.330] NullReferenceException: Object reference not set to an instance of an object This is a fresh install of RemoteTech 2 (never installed this mod before) with the 1.2.7 from Spaceport downloaded today.
  20. Same here. The uncompiled source is of no use to me either.
  21. I get the hint. Quick thing I noticed right off is the compressors and supply tanks don't have tech tree entries. Are those items in more limited testing or is it just an oversight (aka no prob sticking it in myself)
  22. Is the BioMass Biology+ (GetHub) version stable and functional in career mode now? Last time I looked into it, it was recommended not to use that version in career which is the reason I've stuck with the other version for now.
  23. Keeping my fingers crossed it will be something relatively easy. Will be fun to add communication satellites to orbits
  24. For a mod this great, a new savegame is a very small price Thank you for your wonderful work Damny and to Phoenix84 and rickyhewitt for their great efforts on the hotfix
  25. I'm in the process of going though every mod one at a time to find any conflicts to see if there is some hidden thing in the background between these and something else causing a strange obscure problem. Sometimes the symptoms have nothing to do with the cause, which may be the case here.
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