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Spallo

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Everything posted by Spallo

  1. Thx for the quick reply. After the testing I suspected that, but I was not sure. And my search after an answer gave me some confusing results. Do you know which node we are talking about? Because it makes not rly sense to put cryoengines before that, but thats my issue then ...
  2. Hey guys and gals, I dont know if this is the right thread for asking this, but I have a problem with fuelswitching in my (early) career. The game ist heavily modded (KSPIE, some Near Future parts, a lot of other part and gameplay mods). To explain ... I am not able to switch the fuel in all of my tanks. I have unlocked just the first ones (before 45 tech node). But I have a contract to test an cryoengine in the next node ... all tanks show in the preferences - window, that they are able to switch - I also see the context menu when I am right klicking the tank respectively I get to the switch option which ist provided by KSPIE. But it only shows me the options to switch to LF, LFO, LO. And here is the thing. I tested it in sandbox mode and it works just fine. It shows me all fuels and I can switch to them. Then I started a new career save, where I checked, if I have to research specific nodes in order to unlock the ability to switch. The first cryoengine is in the rocketry 45 science node (I use community tech tree of course) and the first cryotank in a 90 science node. I assumed if I unlock both, then I will be able to switch at least to liquid hydrogen. But I was not. Then I tested, if it has something to do with the VAB Lvl or maybe the R&D Lvl. Nope ... it has not. In career I was not able to switch the normal fuel tanks at all. The cryotanks worked with the other switch - interface. Same in Science mode, where I researched the first tech nodes and the KSC is at max obviously. Is this a subtle bug of some kind or do I have to research specific things in order to unlock the ability to switch? I was longer absent from the game and I am not rly familiar with the gameplay concepts around other fuels.
  3. So I did some testing and got weird results. I started a new game in sandbox mode and everything worked fine. I was able to switch the cryotanks und the normal tanks too. So I guess it is not an mod issue. Then I started a new career save, where I checked, if I have to research specific nodes in order to unlock the ability to switch. The first cryoengine is in the rocketry 45 science node (I use community tech tree of course) and the first cryotank in a 90 science node. I assumed if I at least unlock both, then I will be able to switch. But I was not. Then I tested, if it has something to do with the VAB Lvl or maybe the R&D Lvl. Nope ... it has not. In career I was not able to switch the normal fuel tanks at all. The cryotanks worked with the other switch - interface. Same in Science mode, where I researched the first tech nodes and the KSC is at max obviously. I do not know what to make of this. Because I had not enough funds and science, I was not able to check, if the ability in career is present when I unlock all science - nodes. I assume I can work around this problem for a while, but I rly would want to know, if the switching will be possible at all (I guess eventually).
  4. Advanced Tweakables didnt do anything. And I should clarify ... I see the part context menu and can klick it, but there are only LF, LFO and LO available. So maybe I am missing a config or so? But I dont have any idea which or where to get it. Is it an option to remove KSPIE - Fuel switch and try modular tanks or something like that? And I should also add, that I am very early in my save ... so maybe the tanks cant be more than this options. But I frankly dont know about this gameplay concept, because I had never to use any other fuel.
  5. KSPIE is KSP - Interstellar Extended in case you missed it. I also use Near Future (not all parts of it) and have the B9 part switch installed, but I dont find anything useful in the configs. So is it rather a mod issue than some dumb "not knowing gameplay" from my side?
  6. Hello Guys and Gals, after many years I celebrated my return to glorious KSP with a heavy modded game. I am familiar with the game and most of its mechanics, but for the life of it - i cant switch to liquid hydrogen in my tanks. I use KSPIE and its fuel switch and almost all tanks seem to support liquid hydrogen, but I can only switch to LF, LFO and LO. Do I have to mine it? Because I have already an hydrogen engine and took a part - testing contract for it so I assumed I can switch easily to the required fuel ... And I searched the Internet ... the search had confusing results and I am not sure what to make of them. So Thx in advance and yes ... maybe I should have had a look at the stock game first ... last version i played seriously had a zero as the first digit
  7. Using Remote Tech without knowing this kind of stuff would be suicide I think After some fiddeling with the in game config menus of RT and KK it seems to work. Had to dumb some funds though, but nothing comes without a price i guess... Thx for the help!!! And I came to the rly obvious conclusion, that they have to be omni of course to be of any reasonable use I havent played KSP since 1.0 so my new playthrough will be like learning to walk again
  8. Thx for the quick answer! I have it enabled in the KK menu and I run the latest Version of it. I deleted the custom config in the Remote Tech default settings cfg, but it still shows me a Omni Antenna of 85 Gm on my three purchased tracking stations. These sites are Lodnieisles, Northpole and Zebedee. Maybe the Issue is, that I upgraded KK in the save, because in an older version for 1.2.2 it was not working as intended either, but had not these crazy values... In a new game it seems to work. But are the ranges supposed to be omni? It is a littlebit overpowered for my liking (despite being realistic). Can I change the values anywhere?
  9. Hi, thx for continuing this great mod! In my new save I wanted to use Kerbin-Side und Remote Tech together, but I dont seem to get the configuration for the ground control stations right. They stick with a Omni value of 85 Gm which is way to much for my liking. I tried the custom configuration for remote tech which Alshain provided some time ago: It doesnt seem to work and stays with the 85 Gm. Everything else seem to work though. Despite the fact that I backed the game in early access since 2014 and mod it for years now, I have not exactly a whole lot of ideas about how mods work so if anyone can help, pls keep it simple. thx p.s.: first post in this forum, so HELLO to the community!!!
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