Jump to content

PieBue

Members
  • Posts

    37
  • Joined

  • Last visited

Everything posted by PieBue

  1. I'd be glad to see a beta release. Right know I don't play KSP because Kerbalism is missing
  2. @ShotgunNinja: May I ask you a question? What editor do you use to write the scripts for your mod? Is it NotPad or something else? @Arivald Ha'gel: It works fine withour final. I even tweaked the greenhouse to do O2 with the standard greenhouse. That works as well. Only thing I can't get rid of is a little shutters issue but I have no problem with that because I ain't a modder.
  3. @ShotgunNinja I have a little request. Greenhouse produces only food right now. In the process of growth there should be the CO2-cycle as well. So my request is: could you please make the greenhouse so that it generates not only food but also O2?
  4. Hi ShotgunNinja, thanks for this essential mod. I even paused at the last game-update till you updatet to actuall version. Now with this new anti-radiation-part you made my day. Today I outfitted my minmus space station with this part. Radiation went from 0,002 rad to 0,001 (with two parts). Then I went to KSP and had the window of that space station open. In background radiation went up to 0,002 again. When I went back to the station it went again to 0,001. This means: there seems to be a problem with that part if calculated in background. Could you please look on your anti-radiation-part in background use again, thanks!
  5. The Maritime Mod adds the seaman class. I dunno know what it is, but you may ask the Modder about how he introduced the class or you could reengineer it.
  6. @ShotgunNinja thanks, solved the issue. I'm asking myself how the dll was removed in the first place. Forgive my noobishness.
  7. @ShotgunNinja: I like your mod very much. I started using it with KSP 1.1.1. After I updated to 1.1.2 I learned the first problems. I sent Bob to space and he died. I repeatet twice. Then I switched to Jebediah. He died too. Then I looked everywehre. Found out that there was neither oxygen nor food in the capsula. I went to design building again. What I saw I post here as Picture. The used version of Kerbalism is actual.
  8. To make it clear, problems with RemoteTech are RemoteTech bugs. Far too many peaople have problems with it and no "SinceAlert" installed. After deinstalling RemoteTech all is going well, on the other hand RemoteTech makes the game more intersting and difficult. Bad to miss this formerly good mod.
  9. Your shot missed. After removing Tarsier It still didn't work. I removed Remote Tech and it worked well. I think I will remove RemoteTech until it is fixed propertly.
  10. I haven't SienceAlert installed. But if you wish here the list of installled mods: ContractConfigurator FligthManagerForReusableStages (Bug occoured before mod installation) HaystackContinued ClampsBeGone KAS KerbalJointReinforcement RecoverAll KIS Loitobrake PartPack MK2Solar Bateries (Bug occoured before mod installation) NavBallDockingAlignmentIndicator FinalFrontier PartCommander PilotAssistant PortraitStats (Bug occoured before mod installation) QuickContracts QuickGoTo RemoteTech SafeChute ShipManifest SpaceYExpanded SpaceYLifters TrasierSpaceTech KerbalAlarmClock USI-Colonisation WaypointManager Buffalo PartPack
  11. This fix didn't work for me. Copied both files into: ...Kerbal Space Program\GameData\RemoteTech\Plugins So Remote Tech still needs an urgent fix in my eyes. If I do the survey it transmits but there is no "done" message after 100%
×
×
  • Create New...