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rabidninjawombat

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Everything posted by rabidninjawombat

  1. 1.7.4 Update: Fixes: Fixed a bug were kerbals recruited from the Flight School and University would de-level themselves. fixed a few hatches on existing parts that were not on strait. (minor deal) New Parts: Radial landing Pad - Individual radially attached landing pad that can be placed anywhere. Also acts as a Civilian Docking Port. (for automatic Civilian immigration) XL-9000 Mega Drill - Extra large drill to extract large quantities of ore, (to save part count for folks who like to spam lotsa drills to get lots of ore!) 3 Kerbal Command pod for size reference POWER ON!
  2. Literally two posts above yours Cyrzndm updated it, looks like.
  3. Hrm. Looking into this for ya, Some more info if ya could Are you recruiting from the Flightschool? University? Both? Also in the debug log there should be some numbers that pop up after you successfully recruit a kerbal, (alt f2) will bring this up, if you can copy paste em here (or just attach a copy of your output log after you've recruited a kerbal. EDIT: Ok i was able to reproduce it, and can isolate and fix! will upload an update ASAP
  4. Nice incoming changes! Just a few questions: As Admac mentioned above, im curious for a more detailed explanation on the habitation times. And how much space would be needed for longer period expeditions? (im thinking of the poor kerbals i sent to Plock (add-on planet) that has a 25 year transfer time . Also will the habitation penalties be toggleable if we want them to be?
  5. Almost all the money is not all the money! Dropped a bit into your donate box as well! Absolutely love KSPRC, and wanna make sure you have whatever you need to continue work And a picture of a workstation would be awesome!
  6. That is absolutely odd. I run both together without any issues on my install. (though i haven't updated to the latest version of KSPI though. ) Ill double check with the latest version. A couple piece of into would help troubleshoot, If you can upload a copy of your output_log (or ksp.log) file found in the KSPData folder, that will help me see if your running into any issues. Also a screenshot of your GameData folder if at all possible (to make sure you dont have any install issues. Also im assuming your running the latest version of both mods and on 1.04 KSP right? Also is it a career game or sandbox? EDIT: saw your post in the KSPI forum and saw you were installing via CKAN, Tested the download on CKAN, appears to be the right version its downloading. Second Edit: Tested on a clean install installing via CKAN, both KSPI and CivPop, and everything appears just fine. So if you can provide the above info, ill check into things.
  7. Wow! something i didn't know i absolutely needed till i seen it! <3 the Tantarus pack (thanks Beale!) and having these as a complement is great! Instant download and +rep (Also regarding the licence even though its an extension of other mod, its still artwork so it will still need one according to forum rules, (so the mods dont remove this awesome download) id suggest using the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Since that's what Beale uses for Tantarus. )
  8. Thanks for continuing this Felbourne! i was just thinking about it the other day when creating some parts , and whola! Here it is.
  9. For me, i end up having the most rescue missions (not deaths) , due to forgetting ladders on heavy gravity planets
  10. Hah.. your right on that point... i seem to remember a part that would convert Kerbals to kethane, (cant remember its name) On topic: Thanks for taking it over Taniwha, while i dont use it actively, it was one of the first mods I had ever used! And it has a special place I would second the idea of switching over at least extraction and conversion to the stock system, so that they can be done in the background, (if you cant find a way to make kethane do that)
  11. I would totally support this, (and help with the translation if needed )
  12. You should do it! I play at 2560X1080 (21:9 ultrawide screen) Just picked up a Ultrawide screen a week ago and LOVE it. Lemme tell you the amount of space you have to build in the VAB/SPH is glorious.
  13. huh looks like around 1.4GB, not running RO/RSS, just lots of mods. Using OpenGL, i run usually hover around 2.7gb used in task manager... im might have room for more, *goes off to browse the mod forum*
  14. are you kidding me?! 7.5 meter is totally useful! AWESOME!
  15. These look pretty great! awesome idea for bases. I second the request for a more metallic/futuristic texture in addition to the wood, if you have a chance. Keep up the good work
  16. Those are awesome little space planes (its to bad that on alot of those older threads there are no licenses So they cant be resurrected by someone, since it defaults to all rights reserved) Might just updated those for my own personal space program though!
  17. I second that Would love to use that myself
  18. Naw.. harverster already said in a blog post that the Ports (and the consoles respective hardware) will not hold back future patches /innovations on the PC version,, (ill try to find a link for that blog post) This is similar to how minecraft is up to somewhere like version 1.8 , but the Xbox version is still several patchs behind.
  19. Sigma this looks pretty awesome Will be nice to have a far away destination for my Kerbal Generation Ships to head off too =)
  20. Thanks for keeping this updated Taniwha. I had remember using this extensively a couple patches ago They should have a nice fit in my current playthrough
  21. Hey.... i gotta have something to launch my Stanford Torus into Orbit nice! Love to have some stuff to fill out those ending CTT Nodes
  22. No other mods use the Supercollider as far as i know. The only parts i know that have been utilized form this pack are one part which ive imported into Civilian Population. (the laser smelter) And the Mass Driver- http://forum.kerbalspaceprogram.com/threads/103511-Pre-Release-0-90-FIXED-Netherdyne-Mass-Driver-Mod
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