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eberkain

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Everything posted by eberkain

  1. Lol, just occurred to me, the ui should look like a bank of heart rate monitors. I will make a mockup later if i remember.
  2. I will do some better pics when i get home, im pretty sure all the red drag indicators are from parts under the fairing, not the fairing its self.
  3. I have been getting a ton of rep since installing the mod, just launching a rover to do some science around ksc gives 20+ rep. Normal?
  4. Ok, so I'm new to the mod, but I was under the impression from the OP that this would remove drag from parts that are inside a fairing. Just trying to understand how its supposed to be working. Is it that the indicators still show up, but are not doing anything? They sure seem to be.
  5. Ok, will keep my eyes open. From my past experience with the mod I have expected it to show up by now. As soon as I complete the 2 star ones have taken right now I will see if I can get it to show up.
  6. I have yet to see the kickoff space tourism quest in my new career game. Is there a requirement to make it show up?
  7. Any suggestions on incorporating this into an in progress career game? I just went into the admin building and dropped my current strategy, shut down the game, installed the mod, loaded up the game. I see that the base level admin now has 2 slots, but it won't let me take 2 things, giving an error message that the level 1 facility can only have 1 strat, despite there be two slots visually and the right click menu on the main screen showing it has a max of 2.
  8. Anyone tested the mod with the new version of KIS? I was having trouble attaching the ports, done it plenty of times before but it wasn't working this time. EDIT: Ok, I did some more test and could not get it to work. I rolled back the KIS update and it works fine. It looks like its not recognizing the SEP screwdriver as a valid tool for using the 'h' key to attach something. The wrench works, and the sep tool equips, and makes the nodes appear, but pressing h gives an error that you need a tool to attach this object. I'm guessing he changed how custom tools are defined in KIS which broke this mod a little.
  9. I've decided to just play 64 bit career without Kopernicus for now, and once I get far enough along that all the facilities are upgraded, then I'll add it. Not an option for someone that doesn't want to play with the stock solar system. I only plan to add Jool Biomes and Extrasolar Planets, so this seems the best solution.
  10. The science points gained during construction, I'm assuming they only apply to new parts that need constructed. Is there a log that shows how much science you get from each build? I know there is a popup that shows when construction is completed on a vessel, is that data anywhere else?.
  11. Solar Wind Spectromoter says that it cannot be performed in an atmosphere. It comes from the surface experiment pack.
  12. So it would seem that the 64 bit workaround (renaming the unity.exe) conflicts with this mod, causing the facilities to reset in career mode to max upgrades. Old news I know. There is a workaround mod that adds a button to reset them, but that mod doesn't work with Kerbal Construction Time, which I want to use. I tried searching this thread for mentions of 64bit or facility reset, but did not find anything relevant. I was hoping there was a patched version of Kopernicus that worked with 64 bit. I'm using the Jool Biomes and Extrasolar planets mods and I don't want to loose them if I switch my game to 64 bit to take on more part mods. Anyone able to offer advice?
  13. yeah me too, I've used it a couple times and now have 6 million credits
  14. Is the Declutter addon still a thing, anyone know where to find it?
  15. Oh wow, I was looking for this exact kind of thing when I started playing. Definitely going to use it on my new career game I started.
  16. Anyone know how to get the tool to recognize mod parts? there is a folder on the github called a part parser, which says its for parsing part files, I'm thinking it needs to be run separate? or is it supposed to be automatic?
  17. I just want to say that this is the most awesome mod for early game satellites.
  18. I have yet to use the mod, but I am definitely going to make the swap and check it out when I get home. I like the idea of making snacks from ore, if you had the seeds, soil and a water recycler then the main thing you would need is a source of fertilizer.
  19. Anyone had problems with rovers exploding when recovering the vehicle to the SPH? Built a rover to do science around KSC, and it explodes on recovery about half the time. Any thoughts? EDIT: I've narrowed this down to using the external command seat, if I have a kerbal in one and try to recover active vessel, bad things happen. Works if I jump out of the seat, recover the kerbal, then go back to the craft, and recover it separate.
  20. in the upgrades / R&D screen there are two values research expressed in science / build point development expressed as science / day Are these both effecting the rate that you unlock tech nodes? So unlocking a tech is faster when building something, and even faster when building multiple things.
  21. So, why does the hab level across from jeb and tito not go down?
  22. I can picture this, my kids would never play Kerbal. My oldest is 15 and was interested when he saw me building a space ship. Then I started talking about math, explaining that I was setting up a satellite network with synchronized orbits and he killed the conversation and went back to minecraft.
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