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Revenant503

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    Spacecraft Engineer
  1. Toolbar is currently at 1.1.2 but it works fine for 1.1.3 according to the toolbar forum. I noticed that when I change the version file in toolbar so max version is 1.1.3 and do a refresh KSPI appears (yay). Its probably because toolbar is a dependancy in the metadata .
  2. Hi Noticed a typo in MediumNuclearTank.cfg the mass is set to 0
  3. Actually looking at the configs I liked the way you did that, your giving Fusion and Fission a reason but still leaving a space place for chemical which fits well. The only thing I think it needs is a Community Tech Tree patch, although I'm not even sure of that considering how sparse the tree will be unless another mod is carried in.
  4. yeah but the resource converter in the hitchiker (in HitchikerStorageXontainer.cfg) reads INPUT_RESOURCE { ResourceName = FissileOre Ratio = 0.01 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 60 } OUTPUT_RESOURCE { ResourceName = FissileFuel Ratio = 0.01 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } So my question is how are you mapping the resource FissionOre that is defined and you've got tankage for to the resource FissileOre which the ModuleConverter in the hitchiker uses becasue I can't see how your doing it and am obviously missing something
  5. Hi Probably a silly question is the resource converter in the hitchiker right? Its converting FissileOre to Fissilefuel but has containers for FissionFuel and FissionOre (and FusionFuel) and I can't see the fissiles in resources.cfg ?
  6. This is definitely on my list for my next career game. Recommending RSS - does that mean everything overbalanced vs stock?
  7. seeing this in the log for 19 different things (landing gear, some other mods) [LOG 22:45:15.479] [ModuleManager] Applying node DeadlyReentry/DeadlyReentry/@PART[*]:HAS[!MODULE[ModuleAeroReentry],#leaveTemp[*]]:FINAL to VenStockRevamp/Part Bin/NewParts/LVTEngines/LvT15/LVT15 [LOG 22:45:15.480] [ModuleManager] Cannot find key leaveTemp in PART [LOG 22:45:15.481] [ModuleManager] Error - Cannot parse variable search when inserting new key leaveTemp = #$../leaveTemp$ I don't think that's a needs issue
  8. Yaaay...thanks for that, This mod makes space stations much less of a chore
  9. @cicatrix I don't think that restrictions still there..at least my 1.1.2 Installs CKAN doesn't list any conflicts attached to CRP Also back in the old days of KSP 1.1 (wow 2 weeks ago) I was using CRP and Kerbalism...you'd only really have the potential for trouble if you had another mod that used food or oxygen resources (which were the conflicting resources). Its potentially more of a thing now because you've got people potentially using Kerbalism and TAC or USILS together, but I'm hoping shotgunninja is doing some magic with the resources if you use another LS mod
  10. Great to see this...a Nice two-man capsule has always been a big hole in the stock lineup
  11. Oh sorry that meaning wasn't really conveyed
  12. Have you got RT and USI LS installed?...they won't play well with kerbalism
  13. I hope this continues into 1.1...I always thought it was a fun mod that added lots to the whole local SOI experience
  14. Excellent idea. Between this and Simple Constructs and OKS (depending on how complex I'm feeling for that particular game) I think the whole "ugly part" problem with EPL has gone away. I imagine with this you could delete just about every EPL part and just keep the DLL's to run your parts.
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