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broberds

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    Bottle Rocketeer
  1. Love this mod dearly. Are there any plans to make it compatible with RSS/RO?
  2. Love the fixes in the new update but how can we get back the cool reentry effects? Thanks.
  3. I'm sure this has been discussed before but I just can't find it. How can i remove the city and city-light effects on the Mun? I don't want them anywhere but on Kerbin. Thanks.
  4. Old ships from before 0.90 can drill but can't convert, NO ships can convert kethane to monoprop anymore (conversion only works to Jet Fuel/Oxidiser) and of course there is the scanning issue. The unofficial patch at least gets it going this far, but a real official fix will be nice if and when it ever appears.
  5. I got a chance to do more testing last night. Turns out if I launch a new ship I created in 0.25, land at a kethane deposit and drill for kethane, then my converter generates fuel and oxidizer like it's supposed to. But my identical ship that was already on the Mun before I went to 0.90 is unable to convert kethane.
  6. Thanks for checking. I hope I'm not one of the unlucky ones Kethane isn't going to work for anymore. Maybe it's a conflict with one of the five other mods I use; I feel a whole lot of testing coming on this weekend. BTW, my converter isn't part of the stack with the fuel tanks. They're connected (correctly) with fuel ducts. Don't know if that makes a diff.
  7. Alas, thanks for confirming. I was afraid that was the case. I sure hope Kethane isn't an abandoned mod. I have whole cities on the Mun and Minmus dedicated to Kethane drilling (and presumably seedy Kerbal vices, like any good oil boomtown, but we don't need to go into that).
  8. Strange, in 0.90 the patched Kethane.dll gets me booted up without errors and I can scan and drill for Kethane fine, but I can't convert it to fuel or oxidizer. I'm able to activate the converter but no propellants show up in the attached tanks (and yes, I have the tanks connected right; this rig worked fine in 0.25). Any ideas?
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