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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Regarding inventory slots, look at the mod : re the mass, compare the mass to the mk1-3, as a ratio of the number of kerbals. Also, don’t forget that making it lighter might make it unstable on recently, you should check that. If you do come up with a reasonable revised mass, let me know and I may use it. Re. The abort motors, if they aren’t in the staging, then they can’t be activated quickly, as you need to do in an abort. If there are engines I don’t want to use, I just move them to the top of the staging list to avoid accidental staging
  2. Check the Thumbs folder in the main game directory
  3. While procedural parts are nice, they are against the Lego-like nature of the game. I’d much rather see it either as a mod or a DLC rather than being in the basic game
  4. Well, I've lost count of the time people say that. Please provide a log file.
  5. Complaining without information is merely an exercise of your fingers. There is nothing I can do without log files
  6. Will need 2 kerbals, a male and female. and it's called a Kuddle Shack (had the name wrong). Regarding resources, won't need EC, but will need Ore and Oxidizer, i think. Also, right now the code doesn't have a time limitation, I'll have to see about adding that
  7. Among other things, yes. But it's more the CPU, the nVME doesn't save too much time compared to a regular ssd
  8. My main career is about 230 mods. Takes about 3 1/2 minutes to start. Gotta love SSDs, and a fast machine
  9. Ok, so what I'm thinking of is: recipeIngredients = ElectricCharge, Oxidizer, Ore recipeAmounts = 8000, 100, 100 comments? If I can get a good part for the KuddleKorner, that wouldn't need resources (at the present time)
  10. New release, 0.3.7.7 Fixed error when invalid entries are in a bulkheadProfiles (ie: missing commas)
  11. Looking for input regarding resources needed to klone. Currently it is set to 8000 ec, I'm thinking of adding both an O2 (ie: oxidizer) and Ore requirement Comments?
  12. New beta, 1.1.2.3 Added code to prevent cloning in inappropriate environments Fixed build issue causing total halt to game loading on 1.11.2 (not sure about other releases) https://github.com/linuxgurugamer/MoarKerbals/releases/tag/1.1.2.3
  13. It does need to be implemented, working on it. On a different note I'm looking for a good part model for the Kuddle Korner (normal reproduction)
  14. What about the space module version: Klone Bay Orbital Module ??? I would assume that the orbital module would only work in orbit, and the other ones would only work on land, does that make sense?
  15. Beta release, 1.1.2.2 Fixed defaultAnimationGroup in MK-KloneBay-MKS Fixed path to model for MK-kloneSchool-orbital (case sensitivity issue) Removed unused code https://github.com/linuxgurugamer/MoarKerbals/releases @Hohmannson Your comment: Can you elaborate a bit, please?
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