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Everything posted by Bizobinator
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I'm getting ready to start a new game in Science mode (career too grindy for money >_<). I totally don't have a modding addiction and have put together this short list of mods: https://www.dropbox.com/s/4pmo21z6683hx9q/Yolosaurus_rex_modlist.txt?dl=0 I'd love feedback on it. What are your thoughts? Would you recommend adding anything? Would you recommend removing anything?
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Oh! I remembered my other question: would adding Parallax into an existing game break it, if I'm using GU? The thought being that I start a GU game now, & then re-add Parallax2 later?
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Aww, bummer. I'm curious, why? I don't mean to come across accusatory or demanding or whatever. I'm genuinely curious (& a "Grug" when it comes to programming xD).
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I've been adding a LOT of mods to my game, and I've recently started getting crashes when I've been switching in between states/views/buildings (i.e., entering a building, leaving a building, going from building to launch, etc). It doesn't happen every switch, but rather it seems to happen after a chunk of time? I've included both the player.log and the crash log. I would really love some help :). https://www.dropbox.com/s/31tvipclhina55n/Bizob_KSP_crash_logs.zip?dl=0
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Bizobinator replied to linuxgurugamer's topic in KSP1 Mod Releases
Aww, nuts. I had a hunch it would be incompatibilities :p, bummer. Well, in the off-chance it can be looked at, here's the log file: https://www.dropbox.com/s/gzjm512pfp3649l/Player.log?dl=0 Thank you for the mod(s) btw, I love 'em :). -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Bizobinator replied to linuxgurugamer's topic in KSP1 Mod Releases
Hello! I'm having a bit of an issue. I definitely expect it to be because I'm using way too many mods, but I was wondering if anyone had experienced this (and/or knew a work-around). I've got a imgur thing with a bunch of pictures I took. https://imgur.com/a/ecrix4N I upgraded the temperature tolerance of a few parts, only for neither to work. In the VAB, the airbrake shows that the max temperature (in the main info box) is 4800K, but the side/expanded info box shows it's only 1200K/2400K. In flight, it exploded at 1200K. With the waffle-fins, the upgrades don't seem to carry over after leaving the VAB? I distinctly remember upgrading their temperature tolerance only for it to remain at 1600K both in the VAB & in-flight. Any ideas how I can fix or work around this? :p -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Bizobinator replied to linuxgurugamer's topic in KSP1 Mod Releases
Just experienced this myself :(. I am now the sadz. -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Bizobinator replied to linuxgurugamer's topic in KSP1 Mod Releases
Is it possible to add an R&D category for part cost reduction? -
How well would this mod work for automating a shuttle that transfers fuel from the surface of Minmus to a station around Minmus? The page 1 stuff says I'd have to add a home body, but it also says things can get a bit squirrely?
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Bizobinator replied to linuxgurugamer's topic in KSP1 Mod Releases
Would it be at all possible to also add the ability to lower a part's cost as an R&D option? -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Bizobinator replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm loving this mod! A question though: is there any way to make it so that add-ons (like Better Burn Time) and the in-game maneuver time-to-burn calculator use my improved engines' parameters? I've noticed, in both cases, that the calculations seem to be using the old/stock performance values. Love it! -
Hello! I'm loving the mod! I was wondering: is there any way to make this work with Kerbal R&D? It's a mod that lets you spend science to upgrade various aspects of in-game parts. I've noticed that the calculations seem to be using the stock/unimproved parameters of my upgraded engines. Would that be something KR&D would need to address? Either way, I'm loving this mod ^_^. Thank you so much for making it!
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Is the gold forge meant to have the same sort of cooling conundrum as the jr-refinery? I.e., needs 200 kW cooling, but can be provided with at max 50 kW? Or, have I borked something (a likely possibility xD)?
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
Bizobinator replied to maja's topic in KSP1 Mod Releases
Can I please get some help? Do you need logs? A save file? Anything? Please :(.