Jump to content

Blackline

Members
  • Posts

    346
  • Joined

  • Last visited

Everything posted by Blackline

  1. Hi, sorry got busy playing POE. Yes try the last 1.2 release.
  2. I would recommend the very good mod janitor from linuxgurugamer. This way you can hide any part you like, while still supporting old ships.
  3. I know its necro, bot i think this (maybe its new) will work as well: List<ModuleEngines> myEngineModules = vessel.FindPartModulesImplementing<ModuleEngines>();
  4. I already assumed it was caused by loss of all power, thanks for the clarification.
  5. i found these, but the second one is down. Will it be integrated in the next version?
  6. i would also be interested in a way to make B9 THE standard switching mod.
  7. Hi, i am getting 200 million of these: Many many mods, full USI suite. Here is the Log: https://drive.google.com/open?id=0B9E1ELqaaxtIbFBEMWlBVGVJeVE
  8. Is it possible, that the Kerbitrail FlexOTube from MKS won't work with the KAS Beta?
  9. If kees is not biome dependant, then why does [x] stop warp at all? Maybe that's a question for @Z-Key Aerospace Another issue for me is that @SpaceTiger's ASS is able to grab many of the Nehemia experiments instantly. You can still role-play and do it properly, but it is a little bit too automated imho.
  10. Are you using my cfg from here by any chance? (Last post) @Alshain will you add my contribution to the list? The one I posted a page ago. The cfg from the linked thread could be useful as well.
  11. Hey fellow modders, Is anyone able to see through the vast jungle of fuel tank switching mods? Configurable containers B9 partswitch Firespitter FS Interstellar FS ...maybe more?... They all provide different approaches to allow the alterations of fuel tank contents. Now most mods do support one ore more of these possible fuel switchers, which usually works fine for that mod. But as soon as you mix different mods with their tanks and FS patches, it gets unpredictable: one FS is disabled if another FS says so, others disable themselves (if the cfg says so) etc. Wouldn't it make sense to get some sort of "Community based fuel switch"? Cheers
  12. Even not if he is using the stock EL production chain instead of the (more complex) MKS one? Don't you provide such patches yourself? Even not if he is using the stock EL production chain instead of the (more complex) MKS one? Don't you provide such patches yourself?
  13. Hi Micha, thx for keeping this wonderful suite alive. Are those localization bugs known already? I am running: MPP, KLS: 2.3.15 NE common: 2.4.15 KEES 3.4.15 OMS: 7.4.15 in english
  14. You mean for the stock heat catchup stuff? Good luck on that one, PR the fix to SQUAD when you are done :-)
  15. I am thinking of refactoring the whole sourcecode to be based on a VesselModule, the changes would mean: Batteries will only be "tanks" full of SC Those tanks' resources could be switched by other mods like B9 partswitch to have SC_LIION; SC_LEADACID and so on The "brain" will be on every vessel, not spread out on each part maybe i'll get rid of those thermal parts, too many bugs on high warps i don't want to deal with maybe more improvements during the process tell me what you think, are you happy with the current solution? do you guys want anything different? Cheers!
  16. I like that, one big nap and the Internet does it's thing :-) And I really like the words you found to describe the different use cases @DStaal
  17. Are you saying the only difference between USI and NFE reactors is the model? Serious question.
  18. Hi guys, can anyone here tell me what this PR is supposed to do? https://github.com/blackliner/RealBattery/pull/4 I don't use RF myself, but I very welcome any additional stuff if it makes people happy. I just need to know what that stuff is doing.
×
×
  • Create New...