R-TEAM
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Where's My Crew Capsule? [v0.0.4 for KSP2 v0.2.0.0]
R-TEAM replied to cheese3660's topic in KSP2 Mod Releases
if ksp2 going realy the dead line .... then i musst not care for mods anymore ... So ... atm i play other games .... in wait of anything happen .... and if not ..... it was a nice time with ksp1 and an short and bumpy ride with ksp2 ... -
Where's My Crew Capsule? [v0.0.4 for KSP2 v0.2.0.0]
R-TEAM replied to cheese3660's topic in KSP2 Mod Releases
I dont know if it the language (i am not an native english speaker..) or other things .... but you dont get my point ... I install mods to make communication and tech advancing more realistic, immersive .... and then i cheat to make this mods machanics obsolete ?? Who is the point to install the mods in the first place ...... I need not an advice to cheat the mods .... i need an sensefull integration of an solution "in" the mod(s) .... Like more relay stations around kerbal (like in real live a couple of stations around earth....) - an usable comm range for early available equipment .... ..... i can simply deactivate the mods and then i have all problems from here gone ..... but is this the solution ...? -
hope for an version with manual install - have not on KSP (1) messed with CKAN .. and will not start on KSP2 with it .....
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Where's My Crew Capsule? [v0.0.4 for KSP2 v0.2.0.0]
R-TEAM replied to cheese3660's topic in KSP2 Mod Releases
Have this writen in the CommNext mod thread - but maybe it get addressed here better .... i playing with this mod and CommNext ... and this combo give me a hard time ... as crewed spaceships not available ... and remote control very range and LOS restricted .... It would be easyer if relais communication parts and longer range parts would be available more early ..... -
This is not a solution ... it is a simply hint to disable mostly CommNext and make the install of the mod questionable .... Can i get an serious answer if a addaption to WMCC planed ? Regards
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mmhh .... i playing with this mod and WheresMyCrewCapsule ... and this combo give me a hard time ... as crewed spaceships not available ... and remote control very range and LOS restricted .... It would be easyer if relais communication parts and longer range parts would be available more early ..... Regards
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Have it just Refunded ...... It is not general his "suboptimal - even for EA games" state ..... but i see an to big risk it will not finished for 50€ ...... So it was an mix of to high price for an not proven thrust in the future of the game from an unknow studio ..... (if it gets better - i buy it again for 50€ .... and i hope so ..... but as other have wrote ... to many EA trash and failures dont help here ...) Regards
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Game won’t start
R-TEAM replied to ThatBattleCow's topic in KSP2 Technical Support (PC, unmodded installs)
looks you are way under the minnimum specs ...... (only 2 core mobile CPU .... mobile GPU from 2011) -
Game won’t start
R-TEAM replied to ThatBattleCow's topic in KSP2 Technical Support (PC, unmodded installs)
Same (IMHO) problem - it looks the "PD Launcher" dont work flawless on all systems.... Starting the KSP exe direkt solve this problem for me actually .... -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
R-TEAM replied to Andi K.'s topic in KSP1 Mod Releases
Hi, would be nice to have an compatibilty to Principia ;) [as for OPM it is an patch available - but not for Extrasolor - so it is not flawless possible to run both Planet mods with Principia ...] Regards -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
R-TEAM replied to Andi K.'s topic in KSP1 Mod Releases
Would be nice to have an "Principia Mod" config file .... without this, it is incompatible with principia running .... (planet orbits unstable ..) Thanks anyway -
[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
R-TEAM replied to Galileo's topic in KSP1 Mod Releases
It is still an advantage to install your Visual Overhaul ? (as in the changelog it menton various gfx incrase ..) Regards- 471 replies
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KSP Interstellar Extended Support Thread
R-TEAM replied to FreeThinker's topic in KSP1 Mods Discussions
Hi, even with the actual version, still this error : [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/RealFuelsFix/@TANK_DEFINITION[ServiceModule,Fuselage,Jet,Xenon]:FOR[WarpPlugin]:Final [ModuleManager] ModuleManager: 32940 patches applied, found 1 error 1 error related to GameData/WarpPlugin/Patches/RealFuelsFix.cfg regards -
KSP Interstellar Extended Support Thread
R-TEAM replied to FreeThinker's topic in KSP1 Mods Discussions
Hi, still an error from ModuleManager : [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/RealFuelsFix/@TANK_DEFINITION[ServiceModule,Fuselage,Jet,Xenon]:FOR[WarpPlugin]:Final 1 error related to GameData/WarpPlugin/Patches/RealFuelsFix.cfg Regards -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
R-TEAM replied to Andi K.'s topic in KSP1 Mod Releases
Mmmhh - no ... Play with stock system (as IMHO every change on kerbal confuse the game in one or other way ..) and OPM(Galilieo version) and Principia stabilize the stock system self (inbuild config IMHO) and an additional config file for the added planets from OPM ... So Extrasolor would fitt nice in "leave the stock system untouched (except GFX improvements)" and only ADD planets on the borders .. Regards