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Elkram

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Posts posted by Elkram

  1. Hello,

    Since the mod wasn't loading on KSP 1.11 and made it hangs I went to the file

    DeployableScience.cfg

    and changed this line, it appears three times:

    :NEEDS[SquadExpansion/Serenity,SimpleLogistics]:AFTER[SimpleLogistics]

    Into this one:

    :AFTER[SquadExpansion,SimpleLogistics]

    Not sure how it will behave if you dont have any squad expansion, but it made the mod load... I supose.

  2. 3 hours ago, NeiroNext said:

    Found a bug with capacitors, they give more than they take when charging, I can get energy endlessly.
    If you turn on the recharging mode, when the capacitors are charged from the battery and very quickly press the button for accumulated charge, I gradually charge the batteries, I only need a small initial supply of electricity, so that it is at least a little, but replenished.
    Can you fix this error?
    __________
    KSP 1.5.1
    Near Future Electrical 0.10.3

      Reveal hidden contents

     


     

    More than a bug I would call it a exploit.

  3. Hello. Firts of all I want to thank you for your work on this mod. It's really fun. I started using it yesterday ina new career game.

    The thing is, I have fails on pods and habitable parts disabled and fails on launches enabled.

    I launched all the way out up to 80.000 altitude or so and made orbit. Then I did a reentry, once I was on the atmosphere I opened chutes and ¡bam! the pod failed. The mk1 pod. It did not explode and It landed correctly with the chutes. Jeb was alive. Sorry I have no logs right now. Is it intented behavior? Did it fail becouse it was considered launch becouse I did not reach certain altitude or something?

    I have a bunch of other mods installed. I just want to know if it's suposed to be like that or if I should start looking for something conflicting with Baris.

    Thanks!

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