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Unteknikal

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Everything posted by Unteknikal

  1. You should take a look at this; http://kerbalspaceprogram.com/ceko-labs-rangefinder/, but either mechjeb, engineer, and Void gives you perfect readings of true altitude in their respective surface info panels.
  2. Is there any guide of the correct use of this mod? I mean parts descriptions and how to use them.
  3. But is just impractical, just think about it, you make another mod another plugin more parts and then problems arise , Is easy and more practical to improve a mod rather to make a fresh new one, that's my point of view People working on resources should join and make a mega resource mod to govern them all! . One of the problems is adding new parts to already working satellites, 1) you drop the satellite down and replace it with a new updated ,or 2) you add KAS function to the new parts and send a mission to upgrade the satellite. While integrating the mod with existing one and make parts to scan for multiple resources could be easy and more practical.
  4. Somewhere in the pluging there is the option to see the remaining Life support in every ''on mission'' ship, just use the icon in the toolbar and find it, don't remember well which option was.
  5. This mod have potential, please help him to finish it.
  6. I guess no, but is pretty simple, open the TacLifeSupport folder inside there is a cfg called StockPartsChanges there you have to copy one of the entries and paste below then you have to go to the mod where you want to modify a part and copy his name, then only remains to paste the name replacing the name of the copied entry, like this: @PART[Mark2Cockpit] to @PART[Mypartname] and change values if needed.
  7. Have a couple of questions, how does the genericKermin option works, I mean how the game knows who is male and female?, also random heads, is there a way to have a pool of different heads and make the game choose one random for every Kerbal?
  8. Same problem here, have the parts in the tech tree unlocked, but the GUI don't works with the toolbar Icon, the servos don't work with the GUI controls, neither with action groups.
  9. It seems that I'm having some kind of conflict with resources between TAC life suport and Interstellar how do I solve this?, the debug says that resources are trying to overwrite but the file is unknown but I know that those resources are oxygen, carbon dioxide and water.
  10. Is not going to be very big, a couple of habitat module plus a big refinery and services. The kethane deposits are all unveiled so yes they end where the hex ends, and the drillers are all unmanned, 2 of them are positioned already in the edge of the deposit in the closest edge aiming to where the base is going to be. The idea is drop ground pylons every 50 mts or so depending terrain but I have to estimate the distance of the base to the edge of the 3 deposits, I'm afraid I'm only going to be able to link 2 deposits the 3rd is going to be too far away.
  11. How long are each map polygonal tile? , I'm asking about surface area or maybe diagonal length.
  12. Have a question about pipelines, have 3 kethane deposits very near between them almost 1.2M of net kethane, the idea is assembly a refinery base in the middle of the 3 deposits and land 3 extractors in each deposit then link them by pipelines to my refinery/base, did someone do slightly similarly?, what problems did you found?, is possible?, any tips?, I'm all ears.
  13. Nice mod works perfectly for me, the rearm feature is awesome, really looking forward to your work. The teaser, o God, ETA for release?
  14. Yes I have them and works perfectly, added TAC life support to the ATV so It can deliver food and oxygen to my ISS.
  15. Same question here, I'm unable to make it work even with the fixed DLL the mod does not work for me.
  16. Well seems that only at the transfer the textures where changed somehow to stock, then after reloading a save or a ship switch the textures are the custom again, tbh no much of a problem although if you find a way to load the custom textures is going to be even better. The rest of the features works perfectly for me.
  17. Nice mod works well so far, but the crew transfer feature don't add my custom kerbals textures, they come stock as far as I can tell, I'm going to test the mod a little more if this ''issue'' persist.
  18. Thanks, that seems to work for water and O2 now the food, I was looking before posting to this mod http://kerbalspaceprogram.com/renewable-bio-fuel-modules/ and in the configs there is a BioMass.cfg and one of its lines reads as follow: RESOURCE_DEFINITION { name = Food density = 0.0003166535 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } Then in the parts\GreenHouses\Food Greenhouse\part..cfg there is this Module: MODULE { name = ModuleGenerator requiresAllInputs = true isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 5 } INPUT_RESOURCE { name = light rate = 1 } INPUT_RESOURCE { name = Nutrients rate = 0.0001 } INPUT_RESOURCE { name = CarbonDioxide rate = 0.0001 } OUTPUT_RESOURCE { name = Oxygen rate = 0.00008 } OUTPUT_RESOURCE { name = Food rate = 0.0001 } } Then my question is, can this food be used to refill the TAC containers?, furthermore there are also other 2 resources like Oxygen and CarbonDioxide that can be used. So I'm going to take a look at it and will post if they work well together.
  19. Excellent mod I'm having really fun with it, The logistic for bring and move food water and O2 is solved, and now we need to be able to grow our own food and to mine or extract water and O2, is there any mod that can do this?.
  20. Forget to ask if they work with kethane and scansat.
  21. Have a cuestion, do I have to start a new campaign or this can be added to an existing one?
  22. My bad, anyway thanks for answering and thanks again for the mod.
  23. I don't know but Bilbal, or Nelke or Genewin did the trick for me they sound pretty female to me .
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