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  2. well it create small buffers on the power producng parts and to store more you ned to download IFS which contain parts specialized in the storage of Megajoules
  3. Rest assured, the name has no meaningful relation to the real-life CSA. I simply chose it as the name of the United State-like analogue in my Kerbal headcanon, without having to resort to a more blatantly obviously "United States of Kerbal".
  4. made from electricity right. Also how would I store it if I don't use all of the kspie parts?
  5. And to think, I had no idea who he was before now. It just goes to show that heroes must stand on the shoulders of giants who toil anonymously in the background.
  6. With regards to NREs, I see them quite often with stock robotics too, so that could be a KSP thing.
  7. Nope... game just froze with this mob being the only difference and comm net off.
  8. they are created automaticly. It does help to add some additional storage, which can be found in IFS full version
  9. New release, 0.1.13 Added B9PartSwitch color switching Updated the NSS_MM_FSTextureSwitch2 to not load if B9 is loaded Updated the stock texture switch patch for B9PartSwitch Updated the RemoteTech patch (Thanks @Gordon-Dry) Replaced two mbm files with dds (Thanks @zer0Kerbal) There will probably be another update soon. Right now, the stock color switching is superior to the others, yet it is not used if any of the other mods are installed.
  10. The floating base is teh awesome and now I must do that, but bigger and with lots of unnecessary complexity. Is that the Space Y inflatable shield? I didn't think it scaled and was stuck at 10m, looks bigger here. I use it for recovering the colossal-scale boosters I've been building for Icarus Station. Wild Blue DSEV has an even bigger shield now, but it seems a bit buggy so test first if you haven't tried it already.
  11. what of megajoules? Is there a way to remove them or is it a must for beamed power?
  12. ROADMAP Fellow Kerbonauts, The TweakScale 2.4.3.x series is, finally, near the EoL. I think it will be one more build release to fix any small bug or add some minor improvement, and unless something else happens, that will be it for this troublesome 2.4.3.x. I want to thank every one of you that helped me to diagnose all that glitches, bugs and misbehaviours in which TweakScale was, directly or indirectly, involved. Every bug report, every complain, every log, helped me to detect, diagnose and fix a huge amount of bugs and misconfigurations on the whole eco system, what ends up being good for everybody. I'm pretty happy with the ending results besides the trouble, we have a way more stable gaming installment nowadays. As nothing good cames cheap, we have a somewhat whiny game setup too. Oh well. What I want to share with you now is what to expect from the next two minor TweakScale versions, 2.4.x and the yet somewhat far 2.5.x . 2.4.4.x : Unbreaking Ground Parts The whole 2.4.4.x releases will be focused on properly supporting what's now unsupported from Stock, DLCs and some heavily used Add'Ons, as Firespitter (and probably some others, as you suggest and it's feasible). Deprecated and or redundant patches will be removed from the distribution, so no more stomping the fellow Add'On Author's toes. Patches to Add'Ons under my control will migrate to them - I intend to declutter TweakScale and minimize the surface of exposure. And as my Add'Ons gets updated, it will avoid the need to update TweakScale too - hardly a bad thing. The sole purpose of the 2.4 series is to zero the Warnings and Alerts (as it was the 2.4.3.x to zero the FATALities), both on screen as in the KSP.log. At least for the Add'Os being maintained - there're not too much I can do for stalled ones besides applying Overules and Hotfixes, and these will not need necessarily a dedicated release - not to mention that they will still be lingering on the future TweakScale versions. 2.4.5.x : Old parts, New tricks Renewed support for currently (partially) supported parts will be updated - in special, I want to make Wheels correctly scalable again. This, as usual, will not be free - by correctly scaling up the Wheels, we end up correctly scaling down them too - and so things can break on games with tiny little wheels that now are too strong for they sizes. So there's a chance to postpone these features or to make it optional, as I made with the Input resource of the ModuleGenerator. Let's see what happens... While one or another mistake will probably bite our SAS, I expect a very smooth transition for the whole series. 2.5.x : "My Kraken…. It's full of ":FOR"s…. This one can be troublesome again. My apologies. The root cause of some of the worse problems that plagued parts using TweakScale in the last years (yeah… years) is rogue patches. However, TweakScale also didn't did its part of the bargain to help the fellow Add'Ons Authors - currently, it's not possible to use :BEFORE and :AFTER on TweakScale, as it's still on the "Legacy" patching support. A lot of mishaps would had been prevented by using that two directives. However, they :NEEDS need TweakScale using :FOR on its patches, what would remove the TweakScale from the Legacy patching - and this is where things start to go through the tubes. Almost every Third Party Add'On on the wild, now, relies on TweakScale being in the Legacy with the Add'Ons ending up, after some blood, sweat and tears, reaching a fragile equilibrium on the patching - as an airplane flying in its absolute ceiling. A Kerbal farts somewhere in the plane, the thing stalls. This aphorism describes pretty well the current status quo, by the way. There's no easy way out of this mess: I don't do it, we will live with patching problems for the rest of our lives - on every install of a new Add'On. And sooner we will need another round of a new incarnation of the 2.4.3.x series. Not funny. I do it, and we will have a new flood of KSP.logs around here. So, in the end, it's a matter of choosing the KSP eco system we want to have - and I have a hard time believing that KSP players like their rockets anchored in the 3D space, or having the statics exploding for no reason. But, as already is usual, no savegame will be left behind. The (current) schedule is here. Thoughts?
  13. Yes, but you could also use stock radiators, which are less efficient but still work
  14. @FreeThinker is KSPIE radiators the only thing that can manage waste heat? Is wasteheat a must for beamed power? What about megajoules? Asking cause I wanna just use beamed power to send electricity, not having more resources to manage
  15. ok That makes sense then. I ended up uninstalling everything I could find and will try again today. Now that I understand its not an installer.
  16. It takes a litle time to upload to Curse, in the mean time you could use this alternative
  17. Your mileage may vary depending upon the skill of the kerbals aboard.
  18. Yes CommNet is installed... never had a problem with both working till about a month ago. Have had this mod uninstalled for 4 days now and no crashes on science. It's getting app unresponsive so guessing some kind of look or out of bounds error. I'll try it again with removed con requirements. Will let you know. BTW thanks for all your mods!
  19. Easy Rider star, co-writer and producer Peter Fonda, son of Henry Fonda and brother of Jane Fonda, died Friday from lung cancer. I guess I know what movie is next on my "to watch" list.
  20. That's what I thought, except that I built a craft with one kerbal and the recycler in the hitchhiker is using 36 e/s.
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