Jump to content

russiannuke

Members
  • Posts

    15
  • Joined

  • Last visited

Reputation

2 Neutral

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. This mod has so many bugs: Can only research the top celestial object in the list; Contracts show up as if you landed on wherever you have only 0% research; Progression thinks you have completed exploration of an object when you only found it in the sky;
  2. This hum is driving up the wall! I can't even mute it unless I mute the whole game, only master audio slider effects it. And it's present while out in space too! It was Chatterer! nvm.
  3. I'll just add another 70% time to all the science timing then, for my own sanity.
  4. I have battery alerts on, so I would have known if it was out of juice, and I stayed with it through the night as well, there are many relays for transmission, and 2Gb+ storage space. What I'm asking is if it's normal, because I have a potato PC? Or if I did something by installing visual enhancements mods that made my game be run in yellow timewarp thingy all the time? Edit: Plus it's not the only probe, but it's the first time I added an alarm for science and noticed, because I wanted to move the rover to another biome.
  5. It has double the electricity that's needed to survive the night. I said "I've checked EC". And this is not the only probe, I have one sitting next to the runway, same deal.
  6. Is it normal that science completion time goes up with yellow simulation? I've checked EC and coms. This is not the first alarm, I've checked the probe on day 93 MET and added another alarm. UPDATE: Removing EVE, Scatterer, Astronomers pack, and their configs fixed the issue. Not sure if it's my Potato PC, or there is some compatibility issue.
  7. Previous version only has x8 contract multiplier, I don't even remember what it was when I started my save file.
  8. There is a limit on my contracts and the setting menu is missing. All I did was update my mods with CKAN. Sometimes it shows the limit and sometimes it shows only the number of active contracts. Notice NO settings.
  9. I've got similar problem, can't launch an empty command pod with probe and antenna attached, even though it's connected and throttle works, can't stage and get "no connection" message when I try to do anything. No science alert installed. Edit: Adding 'Unmanned' to command pod config file seems to work.
  10. What's the connection between mass and avionics? Is it just another take on reaction wheels, I really don't like stacking a wobbly sausage of probe cores just because my rocket is huge, control doesn't come from probes but from engine gimbals and control surfaces.
  11. I'm saying what's the point of an experiment that gives 0 science? I'll just leave the zoo-bay flying around for some science overtime.
  12. So I'm getting 100t station with 4 kerbals in orbit for ~500 science, and then it just becomes space debris? I'm playing with life support and have a bunch of other contracts that pop up all the time instead of Station Science(not to mention it has to be at the planet/moon where the station is), I didn't even realize experiments are not repeatable till I got 0 science when I finalized something. I'd have to move the whole station anyway since it's of no use when I complete everything. Wouldn't decaying number of science I get for future experiments make sense?
×
×
  • Create New...