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Sarxis

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Everything posted by Sarxis

  1. Sci-alerts is great. Thanks for it. Have you considered an option for 'perform all' available sci experiments? I haven't played with the options enough to know if it is already integrated.
  2. I got it to work But, are the Kerbals supposed to die once they run out of resources and go past their 'expiration limits'? While I was testing my custom rates, my kerb just did not expire from the lack. edit: maybe because I was testing on the surface of Kerbin? I only went past the electricity expiration (oxygen is fine on the surface).
  3. I am still trying to adjust my kerbal's EVA electricity counts. I'd like for them to have ~100 units of electricity when they go on EVA, but right now they have ~367max, which is just too much for my default battery and pod counts. What is the difference between ElectricityConsumptionRate and BaseElectricityConsumptionRate in the LifeSupport.cfg? Also, is changing the kerbal electricity rate the only way to get my kerbals to have a flat 100e on EVA? Thanks for any help!
  4. I'm having a problem with the action group names not saving [edit: only happening to SPH created ships]. I tried adding the "name = editor" line to the savegame's AGExtEditor.cfg file, but the game just deletes it. The actions themselves are keeping, just the names I type in for the individual actions are not staying. The problem started when I was on the previous version, but still doing it on 1.26. :edit2: I could be wrong, but I think my SPH entries are getting eaten - deleted from the file AGExtEditor file. I saw one of the last SPH entries in there a bit ago, but now it is gone.
  5. I seem to be having this problem too. Latest dev version 9.4.1. -edit: Ack! I figured out what I needed to do: 1. Scan the surface with a multi-spectral scanner. 2. Open the 'instruments' tab from either the large or small map will using a BTDT scanner. I had forgotten that it was the multi-spectral/biome scanner that reveals the anomalies initially. Whoever said Modded KSP doesn't have a learning curve?
  6. I'm finding that the rocket Launchpad weight limits are slightly too constraining. Very slightly. I wouldn't mind seeing level 1 have a 22t limit, and the 2nd level closer to 200t. I just feel like my tech is far outpacing my launchpad capabilities. Thank you! (just a suggestion )
  7. When I update I replace the Mechjeb folder with the replacement; but is it safe to copy the PluginData folder from the older version (in Plugins) to save my custom windows and vehicle cfgs?
  8. I'm having an odd problem with the kerbal's electricity numbers. When they EVA, they seem to be taking all of the vehicle's electricity with them as they exit. So that, in one case, my eva kerbal ended up with 250/350 electricity while my craft went to zero. When the kerbal boarded, the vehicle's electricity went back to ~250 (minus what was used). edit: I did install the human resources cfg, so that explains the large resource count on electricity I think..
  9. I am having a big problem with the big map too: http://steamcommunity.com/sharedfiles/filedetails/?id=359954347 At first, all of the left column buttons were all squished on top of each other. Then once the map started its update, it just turned grey without any altimetry data. The small map was updating though. I'll see if any of the mods I have are causing this. bbl -edit- Thing is, the large map is working fine in the Space Center view.. it just isn't working properly in normal, vehicle view. Here's what I mean about the interface being squished before it tries updating: http://steamcommunity.com/sharedfiles/filedetails/?id=359966167 mods- KSP: 0.90 (Win32) - Unity: 4.5.5f1 - OS: Windows Vista (6.0.6000) 64bit USI Tools - 0.3 Asteroid Recycling Tech - 0.6 Community Resource Pack - 0.3.1 DMagic Orbital Science - 0.9.1 Karbonite - 0.5 Karbonite Plus - 0.3 KSP-AVC Plugin - 1.1.5 RCS Build Aid - 0.5.4 Regolith - 0.1.1 SCANsat - 1.0.9.3 USI Exploration Pack - 0.3 Freight Transport Tech - 0.3 MKS - 0.22 Universal Storage (Core) - 1.0 Universal Storage (KAS) - 1.0 Switched to 8.1 for now.
  10. Hydroplane proof-of-concept: http://steamcommunity.com/sharedfiles/filedetails/?id=359896777
  11. Excellent mod toadicus. I was wondering what the difference was between the stock antennae. But now you've made comms interesting! I guess, however, I'm not understanding what the controversy with the EVA transmitters is. Is it simply because the kerbals get 100 free electricity and fast bandwidth? They still are limited to 5k range and need to relay back home though, yes?
  12. Excellent! I was originally playing science mode before .90 because I just coudn't get into the contracts. Then for .90 I had funds bonus set to 1000%, because I like the some of the career features, but not really dealing with money for buying parts. Now this mod!
  13. Yeah that was bad. I went and got the .9cr3 of Scansat to see if that had the same problems and it does. Just needs an update.
  14. This is happening to me too. I only have Mechjeb, this, Docking UI and Toolbar mods installed (not that I think those would interfere). Awesome mod I hope gets the update
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