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Bersagliere81

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Everything posted by Bersagliere81

  1. It's the first time I have installed this mod, it seems to be ok but at the main loading screen I get a specific incompatibility message: Incompatible mod detected bla bla bla These mods are incompatible with KSP 0.1.3 I installed it manually as the first topic says, installing 1.2.2 and then adding the 1.3 file KSP version is 1.3
  2. Usi/mks personally is the least mod i am interested in I assume it applies to TAC too
  3. May I ask if it is possible to add one the very first page if this thread, a status with other mods compatibility? I keep reading questions about TAC and remotech, and there is a degree of incongruence with answers. An "official" statement would be good and save time. And yes I am interested in those mods compatibility if someone can answer me please . Installing remote tech is possible and it will automatically disable the kerbalism's comm system, am I right? Also I read somewhere here there is an incompatibility issue with Tantares mod. I admit last time I played was last year (still waiting for mods ti be updated) but as far as I remember I never had any real issue, although I have to admit I never deeply used that mod
  4. Sorry to ask but I've been out of them game since last summer, and there are sooo many pages to read.. Isn't there anymore the patch on the first page for the TAC life support? Also, I can see some interesting changes about transmission, but it looks like it disables stock CommNet. No hopes to make that nokia style "signal strenght" work? I liked the stock concept of having more antennas to improve signal strenght EDIT: also is it possible to make unmanned vessels to require direct line of sight with KSC, and not the planet itself?
  5. Thank you very much for your help, that was truly illuminating. I am aware it is a dev version (as I stated) but still wanted to give it a try. In any case, google gave me a better answer, even if I have no idea (and don't want to) how to make a report
  6. How can I install the dev version for 1.2? I did follow that link and unzipped to gamedata folder, but nothing happens
  7. Hello there, I've been out of the game fron several months. I am trying to reading what's new with RT but there are too many pages. Can someone please give me a quick update with RT. No sign of CommNett integration? Thank you
  8. Just asking, as this is my last -must have mod missing- which is still preventing me to play the game. what I am waiting for is the full signal integration (or whatever you call it) Should we consider the current version somehow complete, or isn't anything relevant coming in the next months?
  9. I can't believe this is happening. I refused to play without this mod (and few thers too). Thank you!
  10. I still haven't played 1.2 yet and I want to ask a question. I am reading current version of RT (1.8) is not 1.2 friendly Is it possible to use RT with all its features like delay, and then "switch" the single probe to commnet mode? Because I think I like the signal/relay mode the game has implemented
  11. I always used this mod and have no idea what part inventory is Therefore my vote goes to the "basic features" release, and then polish the rest
  12. I love so much this mod. It is one of my must have. Hoping for a Real Fuel compatibility
  13. Quick question. If I install "realism without life support" (because I always loved TAC-LS) does the greenhouse provided by kerbalism work ? Becasue kerbalism greenhouse is awesome. Or should I look for other greenhouses instead
  14. Of course I am. You know that 970 looked so good for its price Yes the vessel is unmanned Here is the list of mods using "copy to clipboard" from the main menu (Orbital science has been removed) And a screenshot. Because we love screenies and it may be helpful http://images.akamai.steamusercontent.com/ugc/260467680377264907/2960D1FDD15FE24FC244CD60483D68166DB5A41F/
  15. Checking properly it reads 0.000 rad/h when landed, then it goes from 0.001 to 0.020 rad/h in high orbit. Apparently it matches the vessel info (under the environment tab of Kerbalism icon, if that's what you meant). I might have misread previously, maybe i didn't read that extra zero. But eventually, it did change from 0.02 tto 0.01 at the same elevation, something it didn't happen before, or didn't have the chance to notice. .Anyways, that contract just doesn't want to complete. I have now deleted my folders containing those extra mods, but it didn't solve the issue. The contract just hangs there waiting for the requirement to be achieved
  16. Thank you. I forgot to mention that last week it did work properly. I don't think I have updated it via CKaN recently, can't remember EDIT: the Geiger also behaves strangely. It randomly reads 0.2 and 0.1 both at ground or low orbit.
  17. I am experiencing an issue. Not sure if it is a bug or incompatibility, I didn't have the chance to check it yet. I restarted my career, and the contrat "cross the radiaton belt" cannot be accomplished. My vessel can go straight to the sun's orbit with direct control but it just won't let me complete it. When I restarted I added the construction time mode and Orbital Material Science by N3h3mia.
  18. I decided to step up my gameplay and went for realism overhaul. I love it but there are few issues with mods making the game a bit uncomfortable to me. I install the reccomended mods via Ckan, because I do want real engines, even because the look of them. But it is too messy. At the very start, I get a lot of unmanned capsules (which is good to me) but they all provide too many features for a start. Make it solar panels, huge amount of electricity, SAS... It would be good to get them when you progress you carrer. And unlocking next nodes provide you some engines and a lot, a lot of more (or less) items most of them I have no absolutely idea what they are for. An insane amount of them. I tried to install "engineer tech tree" (as well as community tech tree) and it appears to be a wise move as it looks more realistic, giving you the possibility to make more nodes choices. Yet there's something -apparently- broken, in one of the very first node I do buy researched items (it is a scansat map or something like that), but they are not avalaible when it comes to build your ship. At the very end, what do you suggest me to do, or what mod to install for a RO career?
  19. I love this mod but what I am really missing from RT is the line of sight with the space center and the antennas with angle of transmission. Any chance it will be implemented in the future? (I am asking because I don't want to loose the relay feature!)
  20. It looks like it is working and kicking now. Thank you! Edit: how do you change settings? I would like to try to disable antennas to see how it works with RT
  21. I have none of those mods installed. But I did install Kerbalism yesterday using CKAN. I have no idea what DefaultProfile package is And I didn't disable anything as I am still figuring out how to do it, so my bet goes to CKAN issue
  22. Thank you for your answer @ShotgunNinja , last time I played the game was 1.0 and I might have missed something. Back to my issues, here is the screenshot with no antenna info. Also, there's no electric and no food consumption. It is well displayed on Alternate Resource Panel, but I do get the same info with the stock panel http://images.akamai.steamusercontent.com/ugc/266093849972306476/9B3BB57A911CBDD45A653C7FA35398AFAFA5485B/ One more at the VAB http://images.akamai.steamusercontent.com/ugc/266093849968986094/1346BCB1C77243A2A1EC193A7AF50B55D09AFDFB/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:1152&composite-to=*,*|2048:1152&background-color=black
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