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Kermanzooming

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Everything posted by Kermanzooming

  1. Came here through the Shadowzone Youtube video, and I'm completely amazed by the level of skill and dedication of the modders. Just wanted to say thank you for keeping this amazing game alive and evolving.
  2. Thanks @linuxgurugamer for keeping so many mods alive! You are my absolute hero!
  3. Solved! In the GameData/UmbraSpaceIndustries/MKS/Parts folder there was a folder called 'New Folder', with what looked to be additional copies of the parts. Once deleted, everything works like a charm. So be careful; if you download the USI Constellation package, be sure to delete that rogue extra folder. Thanks to @RookFett, @terwin and @elijahlorden for the support!
  4. Yes, you are right; dumb from my side not noticing. But then the question shifts to: shouldn't I be able to configure the bays of the Tundra Assembly Plant while in the VAB? I'm also not getting any information about the ratios for resources conversion...
  5. Weird thing happening to me; Fresh install of KSP 1.6.1 No other mods Latest USI Constellation mod On the VAB, can't configure the bays of any of the MKS modules: While on my other installation (same USI Constellation, KSP 1.4.5) everything looks perfectly: KSP throws some warnings and errors into the log: [WRN 16:37:30.908] Cannot create config from file 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\UmbraSpaceIndustries\LifeSupport\Resources.cfg'. Any idea of what is missing?
  6. Aaaaah. Thanks for the explanation, hope I can find some time to learn the in and outs of modding so I can be more helpful.
  7. Apparently @linuxgurugamer has updated the Yonge Tech Tree Editor tool for 1.4; here is the thread.
  8. You are completely right, I missed the new thread. Posting here the URL for those like me that were not aware of it:
  9. Hey @linuxgurugamer, would you consider doing a recompile for 1.4 for this tool? That would be incredibly helpful for @Probus so he hasn't to start from scratch for Engineering Tech Tree. I would love to do it myself but I'm completely lost on even how to start...
  10. Hi @Probus! Thank you very much for this awesome mod, that brings much more meaning (and difficulty) to the stock game. I was wondering if you have plans for updating it to be compatible with KSP 1.4.3 and the DLC, now that additional parts are available...
  11. Right, I didn't knew of this one... it's a pity neither of them are updated to 1.4.1...
  12. Just wanted to say a big thank you to both @Probus and @linuxgurugamer for their amazing work on this mod; this may not be the flashiest mod, but for me it's one that completely changes my approach to the game up to the point of allowing me to start playing it again as new. (Also, it's curious to see how few mods deal with changing the stock tech tree; up to my knowledge, only SETI, Community Tech Tree and Engineering Tech Tree do that... Am I missing any other mod?)
  13. Maybe I edited the defective vessel instead of building a new one and that's why it had the defective part...will check and come back to you. One last thing; the 0.8.0 version zip in GitHub has a completely different folder structure to the one in 0.7.0; in fact is missing the DLL. Os that 0.8.0 version ready to be installed as usual by dropping it on the GameData folder or am I doing something wrong?
  14. A question regarding UPFM parts that have suffered a failure and Scrapyard; if I recover a part that has suffered a failure, it is added to the Scrapyard inventory and then used in the next build... with the same failure it was recovered with. But there is no way of repairing it on the VAB, or of telling Scrapyard not to use a defective part. Am I right? (BTW, thanks for the amazing mod that make simple missions much more interesting... basically by screwing them)
  15. Just a quick line to say thank you very much for your work on this mod; I want to let you know that this mod is the only reason I'm staying on 1.2.2, as it makes career mode make sense.
  16. My two cents on this; good news! No one buys an asset without plans for it, so that means we are bound to see new KSP-things in the future. Different from what we have today? For sure. Better? Worse? Who knows, time will tell. But my sincere congratulations to all the KSP team. And thank you for this absolutely amazing game.
  17. Excellent news! To keep KSP alive, Squad needs to make money and DLC is the way to go. And people balking at paying $20 for the DLC, just think in terms of hours of entertainment per dollar spent. You pay now $10 for 2 hours of movies...
  18. Yeah, my main suspect is USI-LS but wanted to post it here just in case anybody has noticed something similar on a stock game.
  19. Hi! I sent a couple of Kerbals on a trip to Minmus; they had plenty of Supplies and Habitation (using USI-LS), and USI-LS configuration is set to 'None' for Electric Charge and 'Grouchy' for the rest of items. When switching back to the ship for the insertion burn, I find the ship is empty... Both Kerbals show as K.I.A. in the Astronaut Complex. Searching in the log, this is the only references I have found to them: [LOG 14:43:18.086] Crewmember Maggy Kerman has been missing for too long! Must be dead by now. [LOG 14:43:18.090] Crewmember Hilanda Kerman has been missing for too long! Must be dead by now. Any ideas about what could have happened? Is this caused by USI-LS or by some random bug in stock KSP?
  20. Welcome to the forum! Some useful links: The Spacecraft Exchange, where you can find lots of crafts: http://forum.kerbalspaceprogram.com/index.php?/forum/21-the-spacecraft-exchange/ Mods: almost sure there is some Orion mod already developed. http://forum.kerbalspaceprogram.com/index.php?/forum/34-add-on-releases/
  21. Great! Another one brought down the rabbit hole of MKS! (Man there are a lot of details on this mod)... Merry Xmas to you also!
  22. Recyclers can drastically reduce the supplies needed, so it's not only a matter of ensuring proper habitation for the journey but also recycling. But it requires installing MKS https://github.com/BobPalmer/MKS/wiki/Life-Support#guidelines With some of the MKS parts you can save up to 60% in supplies.
  23. USI LS and MKS add two very important factors; habitation and homesickness. They avoid you sending a MK I capsule on a trip to Eloo, as your Kerbals will refuse to spend so much time in a cramped space, even if they have plenty of snacks. Also, homesickness forces you to plan the trip back home; no matter how comfortable the ship is, after a certain amount of time they will want to come back home.
  24. The one I miss in your list is USI Life Support and MKS; I think they add a lot of depth to the gameplay, as planning becomes essential for long missions. Other than that, If I tried to install so many mods my poor laptop would explode!
  25. I'm adding airbrakes to my second stages and have found they improve the rate of recoverability
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