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Potatoroid

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  1. Not sure if this has been posted elsewhere, but is there a part in the config files that disables the time warp pause when a vessel loses contact? I’m being constantly interrupted by the mod telling me I lost contact with a probe I don’t care about and it’s very frustrating.
  2. Just started a new career save with Kerbalism 3.0. Really liking it so far. Do the Mobile Processing Labs still work the same way they do in stock, where they take science data and massively increase the science returns compared to just recovering the data? The science UI is different and I’m wanting to use the labs rather than transmitting or returning the data directly.
  3. I’ve really been enjoying this mod so far; definitely my favorite crew parts expansion. However I am not sure about the greenhouse and fishing science modules. They require restoration to be used more than once, but I’m finding I cannot restore them even with two scientists. What do I need to restore them? In addition, do they act like the goo + material bays in that they only recognize biomes when landed on the surface, or do they also recognize biomes while flying or in space?
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