RecidivistTwist
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Posts posted by RecidivistTwist
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21 hours ago, CobaltWolf said:
I'm not 100% sure. I know we use B9 because that's what CryoFuels uses (and, btw, everyone, you should be using CryoFuels with BDB! The Centaur and Saturn upper stages work a lot better with it) but I don't even think I have IFS installed. Could it be that IFS is highjacking it or something? I don't really mess with CFGs all that much - more just chiming in to let you know that I saw your question.
Apart from that issue I hope you're enjoying the mod!
Yeah it's looking like IFS is applying it's changes over top of the B9 switch, or MM is applying one and then not bothering with the other.
Apart from this issue I am LOVING the mod! There have been several occasions where your parts have made me look up their real-life counterparts to learn more about them and that's exactly why I play/love KSP.
21 hours ago, komodo said:This is a tank bug that is fixed in the dev edition; if you open the offending tanks cfg file, you will find that the oxidizer resource is accidentally commented out (it has // at the front of the line.)
Take out those slashes and you should be good to go.
(Unless something else is amiss, in which case report back and we'll sort it at that point )
Not sure if this is directed at me or not but unless I'm looking in the wrong spot (and it's entirely possible I am) I don't see anything in the part CFG file that's commented out. the only mention of resources is the following:
RESOURCE
{
name = LiquidFuel
amount = 180
maxAmount = 180
}
\RESOURCE
{
name = Oxidizer
amount = 220
maxAmount = 220
}
}
it's like that in every CFG file for the Inon/Centaur tanks.
if I change "LiquidFuel" to "LiquidHydrogen" would that work? or am I not as clever than I think I am?
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I could definitely play test a development build for 1.2 compatibility but I know nothing about coding/modding/progamming so unfortunately can't help with the update in that way.
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Hey guys quick question hopefully somebody can help me get sorted out. I'm using BDB for a quick career run to Duna while I wait for 1.2 and the mods to get updated.
I've just unlocked everything I need for the Muo 1E and the Inon upper stage isn't working. Took longer than I would like to admit to realize it's a cryogenic engine, I think to myself no problem, I've got all the dependencies I just forgot to switch the fuel type.
When I get into the VAB is where my troubles start. It looks like the interstellar fuel switch was applied to the parts instead of the B9 version so I can't switch to LH/O mixture the tanks require. I'm fairly sure this is easily fixed by either editing the part configs or a module manager patch or both? I just don't know how to do that stuff so I'm asking you guys for help.
thanks!
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4 hours ago, icedown said:
This is what I'm currently working on. It will be out in the next release.
Awesome! I'll keep my eyes peeled for a release.
Thanks for the great work -
Is this compatible with the "Research Bodies" mod? I looked through the old Cacteye thread but couldn't find any definite information.
I'd like to be able to make 1 telescope that can discover new planets/search for asteroids/take pretty pictures.
Either way, great mod! and thanks for taking it over and keeping it going!
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On 3/29/2016 at 1:04 PM, Andem said:
I'll do my best after 1.1 drops, I'll be making a list or two...
You're the hero we need Andem
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2 hours ago, Andem said:
I agree, but it isn't possibles to add craft types to the game. People have tried, but SQAUD's code declares a set number, and screwing with it can break your game.
Darn! Oh well...
thanks for replying!
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Would it be possible to add a "Relay" or "CommSat" craft type for the map view? This would let us set all our communications satellites as their own craft type instead of the stock "probe" type and seriously reduce the amount of clutter in the map view. (I know some people just set the sats as "junk" or "unknown object" or something but that's not really an elegant enough solution for my tastes [too much potential to accidentally trash a working commsat]).
I think having a way to differentiate our communications satellites from a scientific probe would be a great addition to the mod, and a huge benefit for players. Especially later in the game when comm networks get robust and the map view gets cluttered showing the commsat orbits.
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On 3/18/2016 at 7:46 AM, Buster Charlie said:
add a satellite craft type for all of us who run remote tech or SCANsat and don't want the map view cluttered up by non probes with probe cores.
searching for a mod that does this is what got me to this forum thread. I would LOVE a "Relay" craft type that I can set all my RT2 CommSats as, so that when I need to see the comm network I just enable the "Relay" craft icon in the map view.
This would GREATLY reduce the amount of clutter in map view for those of us that play with RemoteTech.
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Are you going to be listing this on CKAN or Spacedock? I only found this Mod because it's listed on the RPM page.
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Hey Manux,
CKAN still points to Kerbalstuff. Can you update this when you get a chance or is this something the CKAN team has to take care of?
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does this work in 1.0.5? Also, I can't find this on CKAN but it was supposedly listed a month ago? I'm really interested in giving this a shot! My friend and I are settting up a "space race" and being "first to discover X planet" seems like a good goal we can add to the list of things to accomplish during the playthrough
[1.1.2]Antennas-Additional Antennas for Remote Tech, Telemachus and Antenna Range[v1.4][12 May 16]
in KSP1 Mod Releases
Posted
will you be making this compatible with stock 1.2? I'm not asking when, cause I know that's against forum rules, just if it's going to happen.
If that's also against the rules...sorry mods! I didn't know!
If you need help testing I'd be glad to lend a hand.