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PowWowKen

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Everything posted by PowWowKen

  1. The VAB Thermal Helper, you know the only addon that actually tells you how much power your Reactor will produce, kind of defeats the purpose of a reactor if you can't tell how much power it's going to produce. And i just got this message trying to fire up the newest update; 552 errors related to GameData/StarLionIndustries/MK2Extended_KSPI_Integration/mk2_KSPI_fuel_tanks.cfg
  2. It would be awesome if this mod could be made compatible with the VAB Thermal Helper, otherwise it's way too annoying trying to figure out how much power your getting from the reactors
  3. Amazing mod you made here, if you were to fill out the part list, more cargo bays and tank sizes for the IJK frames this would be the best aircraft mod by far. It's already claimed it's spot as a permanent mod on my game along with the USI collection. Also maybe 2.5m lifting bodies to go along with the shuttle cockpits? Much less needed but that would make my life so much better lol
  4. And that's why i deleted this mod despite losing a decent career save! So I'm supposed to build a giant resource eating station, that i have to launch new experiments to everytime, and I only get the science value once? That's just dumb, like really dumb... Why the restriction of needing to launch new experiments up to it then as well as the multiple sections? As soon as you research an experiment with your new fancy expensive station addition that addition is now garbage. Just depreciate the science value or something, at this point I will never bother with this mod again because that's the way it works. - - - Updated - - - And that's why i deleted this mod despite losing a decent career save! So I'm supposed to build a giant resource eating station, that i have to launch new experiments to everytime, and I only get the science value once? That's just dumb, like really dumb... Why the restriction of needing to launch new experiments up to it then as well as the multiple sections? As soon as you research an experiment with your new fancy expensive station addition that addition is now garbage. Just depreciate the science value or something, at this point I will never bother with this mod again because that's the way it works.
  5. Amazing Mod, I love the factory addition, with that said i discovered a bit of a bug (or limitation of the game) with the Chuckwagon warehouses, where I has filled the warehouse with EPL Metal, entirely full, so a huge weight should've stuck it to the ground, instead the weight was focused at the connection point as if it were uninflated (which is off the ground) and thus ripped itself apart trying to stand on end. Idk if that can be fixed and i'll see if it happens again when i reload and get you pictures. UPDATE: So I reloaded and it just wobbled but didn't break, now I've transferred around some resources and attached a couple more warehouses and now things seem to have balanced out enough to prevent breaking
  6. I'll admit I'm probably missing something, but why do the standard K+ engines give completely wrong numbers for atmospheric flight? Kerbal Engineer tells me I've got a 20+ TWR and I can't even get off the ground. And even ignoring KE how come the engines claim to have more thrust than they put out? For comparison I did the same test with liquid fuel and accelerated fine with an identical ship design and only 3.5 TWR. Needless to say I'm horribly confused and very concerned about bothering to mine this stuff now.
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