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namAehT

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Everything posted by namAehT

  1. Ah, thanks. Didn't realize it was per day, or that I had to go to the vessel to get the payment. Off to make a space resort then.
  2. would it be possible to get a notification in KSP when you get paid rent? Just saying what vessel, how much, and when the next one is would be nice.
  3. having this happen too. considering I have a few mods that overlap in tech, this working would be nice.
  4. So I just started getting to the point of using this mod in Career mode and it doesn't seem to work. All the parts are in the game but the icon isn't in the toolbar settings, and right clicking on the various launchpads from both USI and EL only gives the option to rename them. I've tried installing the latest beta of this mod and the results are the same. Any help would be appreciated. Mod list (all through CKAN): "name": "ContractConfigurator-RemoteTech", "version": "2.0.01" "name": "CrowdSourcedScience", "version": "v3.0" "name": "DockingPortAlignmentIndicator", "version": "6.2.0" "name": "FerramAerospaceResearch", "version": "3:0.15.5.1" "name": "KAS", "version": "0.5.4" "name": "KerbalAlarmClock", "version": "v3.4.0.0" "name": "KerbalJointReinforcement", "version": "v3.1.4" "name": "KIS", "version": "1.2.2" "name": "KSPInterstellarExtended", "version": "1.5.11" "name": "KWRocketry", "version": "2.7.0-community" "name": "MechJeb2", "version": "2.5.3" "name": "MechJebFARExt", "version": "1.0.0" "name": "ModuleManager", "version": "2.6.8" "name": "RemoteTech", "version": "v1.6.8" "name": "StationScience", "version": "1.5" "name": "TACLS", "version": "v0.11.1.20" "name": "TACLS-Config-Stock", "version": "v0.11.1.20" "name": "Toolbar", "version": "1.7.9" "name": "TweakScale", "version": "v2.2.1" "name": "FilterExtensions", "version": "2.4.1" "name": "CrossFeedEnabler", "version": "v3.3" "name": "KSP-AVC", "version": "1.1.5.0" "name": "DistantObject", "version": "v1.6.2" "name": "ModularFlightIntegrator", "version": "1.1.1" "name": "CommunityResourcePack", "version": "0.4.4" "name": "InterstellarFuelSwitch", "version": "1.17" "name": "InterstellarFuelSwitch-Core", "version": "1.17" "name": "ModuleAnimateEmissive", "version": "v1.11" "name": "KWRocketry-CommunityFixes", "version": "0.3.0" "name": "ScienceAlert", "version": "1.8.9" "name": "StageRecovery", "version": "1.5.7" "name": "ContractConfigurator-UsefulSpaceStations", "version": "1.1.1" "name": "RasterPropMonitor-Core", "version": "v0.23.1" "name": "USITools", "version": "0.5.1" "name": "USI-EXP", "version": "0.4.1" "name": "USI-SRV", "version": "0.3.1" "name": "FirespitterCore", "version": "v7.1.4" "name": "UKS", "version": "0.31.10" "name": "ModuleRCSFX", "version": "v4.2" "name": "AstronomersPack-SurfaceGlow", "version": "Interstellar.V2" "name": "AstronomersPack-Snow", "version": "Interstellar.V2" "name": "AstronomersPack-Sandstorms", "version": "Interstellar.V2" "name": "AstronomersPack-DistantObjectEnhancement", "version": "Interstellar.V2" "name": "AstronomersPack-Lightning", "version": "Interstellar.V2" "name": "AstronomersPack-Eve-Jool-Clouds-8K", "version": "Interstellar.V2" "name": "AstronomersPack-PlanetShine", "version": "Interstellar.V2" "name": "AstronomersPack", "version": "Interstellar.V2" "name": "AstronomersPack-AtmosphericScattering", "version": "Interstellar.V2" "name": "AstronomersPack-Clouds-High", "version": "Interstellar.V2" "name": "PlanetShine", "version": "0.2.3.1" "name": "AstronomersPack-Auroras-8K", "version": "Interstellar.V2" "name": "ContractConfigurator", "version": "1.7.6" "name": "EnvironmentalVisualEnhancements", "version": "7-4" "name": "ContractConfigurator-ContractPack-SCANsat", "version": "v0.5.2.1" "name": "FinalFrontier", "version": "0.8.6-1370" "name": "RasterPropMonitor", "version": "v0.23.1" "name": "SCANsat", "version": "v14.2" "name": "VesselView", "version": "v0.71" "name": "ActionGroupManager", "version": "1.4.0" "name": "CustomAsteroids-Pops-Stock-Outer", "version": "v1.1.0" "name": "KopernicusExpansion", "version": "0.1.2" "name": "OuterPlanetsMod", "version": "1:1.8" "name": "CustomAsteroids", "version": "v1.1.0" "name": "Kopernicus", "version": "1:beta-04" "name": "TextureReplacer", "version": "2.4.10" "name": "ScienceRevisitedRevisited", "version": "1.3.1" "name": "ExtraPlanetaryLaunchpads", "version": "5.2.2" "name": "InfernalRobotics", "version": "v0.21.3" "name": "TweakableEverything", "version": "1.13" "name": "TweakableEverything-EngineStagingToggle", "version": "1.13" "name": "TweakableEverything-FairingStagingToggle", "version": "1.13" "name": "ToadicusTools", "version": "16" "name": "EVAManager", "version": "6" "name": "ContractConfigurator-Tourism", "version": "1.3.0" "name": "KerbalStats", "version": "2.0.0" EDIT: I should mention I am running a modified 64 bit install (actually more stable than unmodded 32 for me), but I'm currently setting up a 32 bit install to see if that's the problem EDIT 2: Derp, ran unfixer again and it worked. Sorry for wasting anyone's time
  5. Just did this and I have to say that it was completely worth downloading unity for. Loaded up 8k textures from the Astronomers pack and running anywhere from 4-6gb of ram and the only bugs i'm having are the building levels in career mode, right clicking in VAB, and weird transitions sometimes. If anything, 64 bit is more stable when modded than 32 bit.
  6. when i started a new career mode and chose the KSPI tech tree and went into the research building, there was nothing there. copypasta'd this one into the tree.cfg in the WarpPlugin folder and fixed it. just thought i'd let you know
  7. why? you can already land them on their head, and the vanguard mod has paracutes
  8. This would actually be a really nice idea for a TAC life support crossover where you could generate food/water/oxygen back from the wastes based off of your crafts greenhouse modules. It shouldn't be a perfect recapture of resources but it would be more realistic for a long term mission rather then carrying 10 large life support modules.
  9. Since the last time someone came up with TAC life support values was a little while ago: // Habbitat Mod Stuffs @PART[centrifuge1] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 4 maxAmount = 4 } RESOURCE { name = Water amount = 4 maxAmount = 4 } RESOURCE { name = Oxygen amount = 4 maxAmount = 4 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 4 } RESOURCE { name = Waste amount = 0 maxAmount = 4 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4 } } @PART[inflato1] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 6 maxAmount = 6 } RESOURCE { name = Water amount = 6 maxAmount = 6 } RESOURCE { name = Oxygen amount = 6 maxAmount = 6 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 6 } RESOURCE { name = Waste amount = 0 maxAmount = 6 } RESOURCE { name = WasteWater amount = 0 maxAmount = 6 } } @PART[inflato2] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 4 maxAmount = 4 } RESOURCE { name = Water amount = 4 maxAmount = 4 } RESOURCE { name = Oxygen amount = 4 maxAmount = 4 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 4 } RESOURCE { name = Waste amount = 0 maxAmount = 4 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4 } } @PART[inflatoFlat] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 4 maxAmount = 4 } RESOURCE { name = Water amount = 4 maxAmount = 4 } RESOURCE { name = Oxygen amount = 4 maxAmount = 4 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 4 } RESOURCE { name = Waste amount = 0 maxAmount = 4 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4 } } @PART[orbitalorb] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2 maxAmount = 2 } RESOURCE { name = Water amount = 2 maxAmount = 2 } RESOURCE { name = Oxygen amount = 2 maxAmount = 2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 2 } RESOURCE { name = Waste amount = 0 maxAmount = 2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2 } } also, could we have it so that some of the other modules can be used as first part?
  10. Would it be possible to make it so you get X science for surveying a quadrant of a planet or moon? Something small for smaller planets/moons, and a bit bigger for larger/further out planets
  11. do you intend on doing anything with the crew system? like being able to transfer them across joined capsules and what not
  12. thread pushed me to finally make an account here. please keep working on and expanding this mod, i feel that there are so few mods that add realism to this game and that this could help pick up the slack.
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