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Everything posted by dtoxic
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Cool that would be awesome, i was a bit confused about duration at first, but then noticed the 24h was selected in settings. also take into consideration to make nap time last until resupplying the affected ship, like i mentioned it earlier. (more options, more fun for diverse play styles) of course only if that is easy implemented lol Keep up the good work!
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Is there a possibility to add the option so that Snacks calculates correct time remaining for snacks, when 24h is turned on in the KSP settings? or did i miss the settings somewhere?
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Can someone tell me what i can and cannot delete as to only keep 3 parts, the"sstu-lc2-pod" sstu-sc-tank-mft-l-lander tank" and "sstu-gen-dp-1p dockingport" tried to delete but i just can seem to get the right combination i always miss something. so if anyone knows please do let me know
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you have the settings so you can adjust that,personally i have not experienced that. make sure you got the latest version
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yes i tried that, already,same issue
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@Angel-125 wanted to ask,is there a possibility to set the settings so that when Kerbals Faint,they stay in that status until you provide more Snacks? If no, is there a possibility to add this Feature in the next release?
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Yeap, that's the one thing that is plaguing all of the LS Mod's (as far as i know coming straight from 0.90v, unless something drastic changed in 1.x.x versions) but here is an idea to look into, rather than disable the consumption in high time warp, why not switch to the "catch up" mode when in high time warp? This way, we still need to plan ahead for longer trips and not just abuse the "magic of warp". That being said....i hope it;s easy to implement into the code,that way we got both of the good things (i think ) Nice mod btw!
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a suggestion, maybe integrate a "difficulty" setting" into KSP (or a setting into your mod) so we can adjust the consumption rate of both Electricity and LS. Also how does this handle high Time Warp? usually in high time warp electricity drops to zero and if used for prolonged time LS would get depleted and then disaster
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Hi, Can Custom Barn Kit be used with this mod to say stop Science Rewards from Contracts?
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
dtoxic replied to ev0's topic in KSP1 Mod Releases
hmmm, strange i do have that installed, will check more to see what's going on -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
dtoxic replied to sumghai's topic in KSP1 Mod Releases
Here have a knife and untie your self https://github.com/Starwaster/AnimatedDecouplers/releases/tag/v1.3.3 -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
dtoxic replied to ev0's topic in KSP1 Mod Releases
Throws an error when entering R&D, from what i can see it misses a texture or an icon file for KSPX-advNuclearPropulsion -
yeah i figured that out later, but i removed some modules/rearranged some modules so in my moded cfg it's 2 now sorry should have clarified that!
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
dtoxic replied to Galileo's topic in KSP1 Mod Releases
Witch one do i download from Github? i am a bit confused now -
Kinda, don't know for sure i changed containerModuleIndex = 0 to = 2 that and the patch seems to have fixed it
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Hi, i tried adding Daveon supply to another part, but every time i click on a button this error is thrown And Here is the part i am trying out, can you tell me what am i missing?
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I think there might be a problem with "containerModuleIndex = 0" testing now will let you know EDIT: I just can;t seem to get it to work no matter what i do
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Anyone know a fix for KerbalLab part? every time i right click on it this comes up. Also tried replacing the modules with Default one's fom Squads science lab, doesent seem to do the trick.
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
dtoxic replied to Athlonic's topic in KSP1 Mod Releases
got it, thx for the info guys!- 751 replies
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
dtoxic replied to DasPenguin85's topic in KSP1 Mod Releases
Looks excellent, was trying to do it my self but i just could not hit the right position of the node, tell me what program do you use for this. it;s been a long time since i played with cfg files i know there was a Node Editing program,and the one i could find here wont work in 1.2.1, btw thx for the patch! -
One more Question, do Station part's work ok?
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