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nickicool

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Everything posted by nickicool

  1. It may not be required, but I tried to remove all mods from @Nertea , and the error remained... I decided to find out which mod causes errors. I start deleting the mods one by one. And now I have such a list of mods in CKAN (5 mods, only depends) https://yadi.sk/i/yQ8hmrb5GFD4tw , the Gamedata folder is like this https://yadi.sk/i/_yBPpOj3RIDihg, and the error remains the same https://yadi.sk/i/t7HIgtMmOOWxZg. Log https://yadi.sk/d/RUQ0V1giIynv3A If delete RationalResourcesParts error disappears... I tried to install it from Github, the result is the same.
  2. @JadeOfMaar yes, I have install all pack mods by @Nertea include Heat Control and System Heat. This is a large and comprehensive package of mods that covers everything from early technical development to the future. I didn't even install the Interstellar mod, because the Near Future and Far Future mods are already very large. Never mind... I want to clarify. If I start my career now, will I be able to install a patch for System Heat without having to start the game from the beginning? I'm not going to need the converters right now... Log https://yadi.sk/d/y8IMSv8Ti0Ma0w
  3. I install RationalResources and RationalResourcesParts. After load game get this window: https://yadi.sk/i/JMQLyxYo3_jb2Q (screenshot). Maybe I don't have any mods using these resources. Can I start playing with this error? I use OPM (planets), MKS/OKS, USI Life support... All installed via CKAN. If delete folder RationalResourcesParts this window not showing.
  4. All bets are off with Kerbalism because of how invasive it is. To be honest, I don't recommend it. Will MKS work well with TEAC-LS?
  5. No, I need to change the build speed of the GC mod instead KCT. But thank you for your answer! I think that's what I need. I'll try!
  6. I want to use the mod for the first time. I ask to prompt in two questions. 1. I want to use the mod "Kerbal Construction Time". I understand that these mods will not be connected in any way. I want to be sure that there is no conflict. 2. if use the mod "Kerbal Construction Time", the ship will be built on Kerbin longer than on orbit in the "Orbital Assembly Line". How to reduce the build speed for balance? For example, reduce in 2-3 times. Please suggest an example of a patch. I hope that this is possible and engineers will still influence the speed of construction.
  7. This means now for build ships on orbit need use only parts and all the mechanics from Ground Construction?
  8. Hi! I want to start playing with this mod for the first time! Before that, I decided to try the mod in the "sandbox" mode, not in the career. There were 2 questions 1. If not used "Filter Extention" mod, than Orbital Shipyard and Mobile Launch Platform modules are not in the parts lists anywhere. 2. I'm trying to build my first shipyard station. Used the following parts: Orbital Shipyard Tundra Pioneer Logistics Module MKS 'Tundra' Assembly Plant MKS 'Tundra' Mobile Workshop (2.5m) In VAB, before start, I fill them full of all resources and engeners. After launch of the mission in window "Workshops" i see string "No operation workshops" (screenshot https://imgur.com/cOmT9mJ). What am I doing wrong? My mods https://imgur.com/nB7DGMR All this mods installs auto, then i install MKS (except Filter Extention). KSP 1.8.1
  9. Hi! If I install KIS on 1.8.1, can I use the experiments from Breaking Ground?
  10. I asked a similar question in a nearby branch, but by NearFuture mod. Big thanks for help!!! Now here I need help on an additional patch for this mod... To play for the first time with the mods Kerbal Atomics and all pack NearFuture, what patches do I need to install? NearFutureElectricalNTRs - This will make the service engine is similar in both mods (Kerbal Atomics and NFE)? If I understand correctly, without this patch they are different? KerbalAtomicsNTRsUseLF KerbalAtomicsNTRModSupport
  11. Hi friends! I need help! I need your advice because this is the first time I've played with an installed Kerbal Atomics and Near Future mods. Now I need to install some additional patches for the integration of these mods. What do you recommend to install for the first game: DecayingRTGs - I think it will make the game harder than stock. And I don't know at what rate RTG efficiency will decrease. For easy play, no need to install, right? XenonHallThrusters - if installed, will it make the game easier (because only Xenon will be needed)? OrbitalLFOEngines - The hardest choice for me with this. I don't know what he's doing. How is it better in terms of balance? Thank you!!!
  12. Now, I dont play in KSP, and my mod setup based on KSP 1.3.1, but I want say thanks for this very useful mod! Thank you for updating mod on new versions KSP!
  13. Hi! Witch version mod i can install on KSP 1.3.1? Needed start new carrier?
  14. 1. Help me pls! Can i use v0.0329 for 1.3.1 or v0.0324 is last version for 1.3.1? 2. I used v0.0324 and sunflare view as in the original game - without a big, bright crown and rays. How to fix it?
  15. Hi! Pls, help me. )) Witch last version SVE and SVT can i installed for KSP 1.3.1?
  16. I am start a new game with this mod and hard points science and money. Mod looks like a very interesting mod - administrative building now is more important, and gameplay more intresting. But: - requirenment "Must NOT have orbited for "crewed" and "uncrewed" strategies is not good! This is not obvious and causes additional difficulties. Not everyone needs this challenge. Me dont need. For this reason, i am do not want to use this type of strategy, and it is a pity. - ok, I already used this strategy and failed the "Must not have have orbited Muna" requirement - it became orange. Until I was fined. When I am fined and can I still fulfill the terms of the strategy? - can I turn it off this requirement (by editing the mod files) for future mission to other celestial bodies?
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