Spodershibe Posted September 9, 2016 Share Posted September 9, 2016 Could you rename the "water" to "ballast water" or something because it causes problems with USI life support and doesn't allow rockets with water for life support on it to launch. I went through the configs and did it myself but for the next update could you please do this? Quote Link to comment Share on other sites More sharing options...
Guest Posted September 10, 2016 Share Posted September 10, 2016 1 hour ago, Spodershibe said: Could you rename the "water" to "ballast water" or something because it causes problems with USI life support and doesn't allow rockets with water for life support on it to launch. I went through the configs and did it myself but for the next update could you please do this? I don't think @Azimech is working on this anymore. You can message him but otherwise, try not to harass him. People have a life you know Quote Link to comment Share on other sites More sharing options...
Spodershibe Posted September 10, 2016 Share Posted September 10, 2016 2 hours ago, Murican_Jeb said: I don't think @Azimech is working on this anymore. You can message him but otherwise, try not to harass him. People have a life you know I was unaware that he wasn't working on this anymore. Quote Link to comment Share on other sites More sharing options...
Guest Posted September 10, 2016 Share Posted September 10, 2016 22 minutes ago, Spodershibe said: I was unaware that he wasn't working on this anymore. I said I dont think. That means I dont really know Quote Link to comment Share on other sites More sharing options...
Azimech Posted September 24, 2016 Author Share Posted September 24, 2016 I'm going to test WW2W and RS in KSP 1.2 soon. Changing from "water" to "ballastWater" wouldn't be my first choice ... maybe "flooding" or something like that. Ballastwater would imply a submarine. Quote Link to comment Share on other sites More sharing options...
Herrkurt Posted September 26, 2016 Share Posted September 26, 2016 (edited) NV mind, had problems getting steam but figured it out, had to switch to the alternate boiler model and add a second one and that did the trick. Edited September 26, 2016 by Herrkurt Quote Link to comment Share on other sites More sharing options...
Virus152 Posted October 2, 2016 Share Posted October 2, 2016 (edited) can someone help me with a Problem i cant discribe whats happening but i think u can tell whats the Problem if you see this screenshot with bigger ships ist even worse (srry for bad english) Edited October 2, 2016 by Virus152 Quote Link to comment Share on other sites More sharing options...
WolfyAnimations Posted October 2, 2016 Share Posted October 2, 2016 1 hour ago, Virus152 said: can someone help me with a Problem i cant discribe whats happening Did you add struts or downloaded the mod called kerbal going re-enforcement as it makes your creations hold up better Quote Link to comment Share on other sites More sharing options...
Virus152 Posted October 2, 2016 Share Posted October 2, 2016 18 minutes ago, WolfyAnimations said: Did you add struts or downloaded the mod called kerbal going re-enforcement as it makes your creations hold up better do you think Kerbal Joint Reinforcment would help or am i better of using kerbal going re-enforcement? Quote Link to comment Share on other sites More sharing options...
WolfyAnimations Posted October 2, 2016 Share Posted October 2, 2016 8 hours ago, Virus152 said: Do you think Kerbal Joint Reinforcement would help Sorry about that autocorrect is terrible sometimes but I thing your first option is fine Quote Link to comment Share on other sites More sharing options...
Virus152 Posted October 2, 2016 Share Posted October 2, 2016 i still have Problems with some parts just falling of like the medium Steambioler i guess ist because ist clipping a bit but im not sure about the bigger turrets and bridges the seem to fall of instantly after watercontact and the ones still connected clip into the deck could this be happening because i dont use those blue turretbases for my BB guns ? Quote Link to comment Share on other sites More sharing options...
Guest Posted November 11, 2016 Share Posted November 11, 2016 @Azimech Do you still work on this? Quote Link to comment Share on other sites More sharing options...
Azimech Posted November 11, 2016 Author Share Posted November 11, 2016 2 hours ago, Murican_Jeb said: @Azimech Do you still work on this? Once mods like KerbPaint and VesselMover are updated, I might continue working on the ship mods. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 11, 2016 Share Posted November 11, 2016 VesselMover is updated. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 11, 2016 Share Posted November 11, 2016 On 9/23/2016 at 7:54 PM, Azimech said: Changing from "water" to "ballastWater" wouldn't be my first choice ... maybe "flooding" or something like that. Ballastwater would imply a submarine. You could change it to "Seawater" Quote Link to comment Share on other sites More sharing options...
The solid fuel chemist Posted November 27, 2016 Share Posted November 27, 2016 (edited) Does anyone Know if this works in 1.2.1? @Murican_Jeb? @Azimech? Edited November 27, 2016 by The solid fuel chemist Quote Link to comment Share on other sites More sharing options...
Guest Posted November 27, 2016 Share Posted November 27, 2016 1 hour ago, The solid fuel chemist said: Does anyone Know if this works in 1.2.1? Well since this uses an advanced code for the parts to work realisticly, probaly not Quote Link to comment Share on other sites More sharing options...
Azimech Posted November 28, 2016 Author Share Posted November 28, 2016 (edited) 6 hours ago, Murican_Jeb said: Well since this uses an advanced code for the parts to work realisticly, probaly not The "advanced code" are just stock modules scripted to do different things, AFAIK those modules haven't changed since 1.0.5, so it should work. The AudioFX bug still remains so the engines are silent since 1.1. KerbPaint is still in limbo but all other mods are updated or being updated. KJR remains a requirement. Edited November 28, 2016 by Azimech Quote Link to comment Share on other sites More sharing options...
Potato3478 Posted December 31, 2016 Share Posted December 31, 2016 (edited) Is this still being updated I need a carrier for my zeroes! Edited December 31, 2016 by Potato3478 Reasons Quote Link to comment Share on other sites More sharing options...
Azimech Posted January 3, 2017 Author Share Posted January 3, 2017 On 31-12-2016 at 6:04 PM, Potato3478 said: Is this still being updated I need a carrier for my zeroes! I'll try to run a test of the system within a week. You can always try it yourself, all required mods have been updated to 1.2.2 standards except KerbPaint, and the mod runs without this. Quote Link to comment Share on other sites More sharing options...
Potato3478 Posted January 4, 2017 Share Posted January 4, 2017 Ok thank you! Quote Link to comment Share on other sites More sharing options...
dr.gunden Posted March 14, 2017 Share Posted March 14, 2017 are you going to update this mod? Quote Link to comment Share on other sites More sharing options...
colfighter Posted March 17, 2017 Share Posted March 17, 2017 Would this mod be compatible to ksp 1.2.2? Quote Link to comment Share on other sites More sharing options...
jonathanmoon Posted March 17, 2017 Share Posted March 17, 2017 would the mod work with the part welder? Ive got plans to make a massive aircraft carrier for laythe and I need it to keep the partcount down. my previous build is with tweakscale and stock plates, even after welding the carrier was over 250 parts Quote Link to comment Share on other sites More sharing options...
Toonu Posted March 18, 2017 Share Posted March 18, 2017 Use Big Boat Parts then, part count drop to 20 parts Even with big battlecruisers or carriers. https://spacedock.info/mod/167/Large Boat Parts Pack It have two sub-packs. One for WWII ships and one for modern... Quote Link to comment Share on other sites More sharing options...
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