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Posts posted by riskyjubles
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Sorry to ask, but has the issue about the civs not breeding unless you focus on them been resolved? Love this mod! Thanks so much for all the hard work updating it!
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I'm going to try this out! can't wait for the next update! Thanks again for your hard work.
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Thanks so much for the update. I'm happy to see you're having success with the changes/features. After seeing this mod languish for so long, I have hope for it again.
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I've been using the Temp with 1.2.1. No problems yet, but I have only tested it slightly.
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I've been using the 1.1.3 compile for a bit, but it's been messing up my ability to use struts for some strange reason. I place the strut. and everything on the ship becomes unselectable and I can't even Ctrl-Z the struts off. Reloading a saved ship makes it so I can select the struts, but as soon as I click once it happens again.
I suspect it's related to another issue I noticed where instead of hiding/revealing the hanger, the button on the toolbar just made the lighting around whatever I was building brighter.
I'm using a lot of mods atm, so weird conflicts are very possible, but as soon as I disabled this one everything seemed better.
Has anyone else encountered similar issues?
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I'm having issues in 1.1.3 with landing struts exploding on impact when going slow, 7-8 ms. Would this help with that?
Also, the link seems to be down.
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On 9/22/2016 at 11:26 PM, RealGecko said:
I don't use boats, we're in space program
However adopting BonVoyage for boats won't be really hard I presume. I'll think about it.
And about planes it is not that simple. Currently if you switch to BonVoyage controlled rover it stands still on the ground and it's not controllable, if you go away it'll continue it's voyage. But if you switch to "flying" plane, it'll fall
Space always comes first. Kerbals prefer rockets over wings for a reason.
That said, I'm more of a building type player than explorer, and I'm chomping at the bit to build an underwater base on Laythe or Eve and having a boat to ferry supplies would make it much less of a headache to set up and keep running. Not to mention, I can make my Kerbin launch stage recovery operation even more efficient!!!
I figured planes were unrealistic, but I thought I'd ask about it as I've never seen any mod attempt something like that.
Thanks for considering my requests and keep up the great work. These kind of mods really add a new dimension to the game!!!
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Very interesting. I've been dependent on Autorove since it's first release, so I'm very excited to try the different features here. This kind of thing really helps you get your money's worth out of land vehicles.
Can I ask if it's possible to use a similar system for boats or, if I want to dream, planes?
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I never got a chance to use this mod before the link died. Did it work like AutoRove? (which is great btw)
With Fengist's return, I'm wondering if this mod's development will pick up again. I love the ideas behind it and I really hope it does. I need the background movement to make my launch stage recovery operation viable :). Thanks a bunch.
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Let me just say I'm super happy to see something like this in the works. I was excited to see a civilian pop revival for 64-bit, but seeing this new version with the features I had hoped for has me over the moon (Pol)! I haven't been able to give it a try yet (I'm still on 1.1.2 and the spawn bug is an issue), but I can't help imagining all the fun I can have with this, Galactic Neighborhoods, Deepfreeze, kOS, and MORE.
Keep up the good work, and thanks again.
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3 hours ago, Tralfagar said:
@rabidninjawombat thank you very much for all your work. The above was addressed to @GGumby but I would be very interested in your notes for implementing additional Kerbal roles you mentioned in the previous Civilian Population mod thread.
Were you planning on extending the current roles for either crew or tourists or were you planning on keeping the Civilian Population as a resource and manipulating it by using parts (i.e. a payroll part would give a bonus to rent paid when filed with Civilian Population resource)?
I admit that the idea of using actual Kerbals to colonize is very appealing to me. Just imagine micromanaging all the colonists with something like Kerbalism or DeepFreeze, but I'm happy just having sustainable colonies.
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I can't tell you how happy I am to see this. This was my most missed mod from earlier versions, and I was seriously worried about never playing it without RAM limitations. Thanks so much for taking a crack at this.
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Not sure if this will be helpful, but I was having the same problem. Seemed I installed Kopernicus Expansion along with OPM by accident. When I pulled the mod out of my install, it was fixed. You'll still need normal Kopernicus however.
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On 4/1/2016 at 7:29 AM, Cornholio said:
Is there any reason to believe that it won't be updated for 1.1?
As far as I know, the maintainer hasn't posted in about 6 months. Besides that, I'm in the dark.
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On 5/10/2015 at 4:43 PM, Keymaster89 said:
I have a serious issues with this mod... i don't know why but when i launch my last rocket, around at 4500-5000m the plugin turn off, and i can't do anything to turn it back on...
I tried to make it a manned rocket, but the issue keep happen.
i checked the flight report, the rocket is still in one piece, but at 5000m in flight out of the launchpad, no matter what, the plugin turn off and become unresponsive...
The only thing that is different from my previous rockets are the presence of the "twin boars" boosters...
I'm having this same issue, has anyone been able to identify the problem or a workaround?
Edit: I did some troubleshooting and I think I found the problem. Seems to be some kind of UI conflict between this mod and http://forum.kerbalspaceprogram.com/index.php?/topic/107774-105-critical-temperature-gauge/, which I installed recently, that makes the FMRS window vanish after the ship reaches a hot enough temperature. I think FMRS was still running (the button stayed green/white) but without the window I couldn't use any of the mod's functions. Figuring out why they are conflicting is beyond my abilities, but I'm happy enough with FMRS working like it should after I uninstalled the other mod.
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There is often nothing better than an older game that has modding potential. Give any community a decade to work with a game they love and you can expect some impressive additions. I've recently started playing Warhammer 40k Dawn of War 1 with the Ultimate Apocalypse mod (new races, tons of new units for all factions, titans, etc.) and Neverwinter Nights 1&2 with ton of additional races, classes and other options from dnd 3.5 that weren't included in the original games. Those last two also have a fair number of high quality community made campaigns that can keep you busy for 100s of hours.
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I was lucky enough to get into the Overwatch beta, so I've been playing the hell out of that. Besides that, I was playing Street Fighter 5 until my stick broke.
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Love this mod. I recently used the parts to make an SSTO space plane that carries 140 tons into LKO. It has really cut down on the number of resupply missions I do. A million thanks. Keep up the great work.
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On 3/16/2016 at 6:28 AM, supraman said:
Can someone please tell me if this mod has been updated to the new build ?
I don't think it has. Wombat is probably busy, and I'm afraid the release of 1.1 around the corner means we'll be waiting for that at least.
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Ya, seems the contracts I was looking at must have been from before the update. I canceled them, and the new ones spawning seem to only have possible experiments. Sorry for bugging you about an already resolved issue.
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On 2/21/2016 at 1:48 PM, eberkain said:
I'm having this same issue. It's not just the Solar Wind Spectromoter. There are a few experiment in the pack that can't be done in atmos or without atmos. The contracts don't seem to mind assigning them to impossible biomes however.
So far, I've seen them pop up in biome study, and experiments around KSC contracts, but I've only just started a fresh game.
Thanks a ton. Love the Mod! <3
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One of my favorite mods. I can't wait for the next version. Are you still planning to update to 1.0.5 or are you waiting for 1.1?
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On 2/20/2016 at 0:37 PM, Stone Blue said:
@linuxgurugamer Any updates on this? Also, since this was hosted exclusively on KerbalStuff, which has recently shutdown, any chance to get this rehosted on its replacement site, SpaceDock.info ?
I think it's up on Curse, even if there isn't a link in the first post.
Here -> http://www.curse.com/ksp-mods/kerbal/241851-better-science-labs-continued#t1:other-downloads
[1.7.X] Civilian Population [RELEASED : 07/04/2018]
in KSP1 Mod Development
Posted
So happy to see people updating this! This is probably one of my top 5 mods of all time, so I'm really excited to play it again.