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Everything posted by NeoAcario
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Ok... so I don't think the problem is only with The AM Cans. I'm building a mobile power station. Launching it NETS me 44 million. Reclaiming it costs me 42 million... I still end up 2 million overall. What the heck is going on? This is a 3.5m fusion reactor rover. No antimatter anywhere on it. I'm running KSPI unchanged... anyone have any ideas here? ~Steve EDIT: Damnit, it's the 2.5m Deuterium / Tritium Crystat. I guess it's doing the same thing with the Tritium that it does with the AM in the AM cans? It's 'refunding' me the empty resource value. Guess I need to adjust the price on this one also. I suppose this is going to be the case with any resource canister that launches empty by default? What a pain in the ass.... but, completely worth it for this amazing Mod.
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I seem to have an interesting 'problem.' Whenever I try and put an Antimatter can on a new vehicle... it pays me as if it's leaving the VAB full of AM and sells it between the VAB and the Launch Pad. 1.25m Can - 51 million 2.5m Can - 408 million 3.75m Can - 1,379 million I'm hoping there's an easy fix for this? I'm not the first one to have this problem... am I? Thanks in advance ~Steve
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Worked perfectly, thank ya kindly! ~Steve EDIT: One more dumb question, if I may - Is KSPI set so that we can sell back all resources that we mine/farm, to include antimatter? Just curious before I set up any large infrastructure to test it out. aka... are there buy back prices set for all resources?
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So I'm having a problem with the Tree Loader. At least I think it's the tree loader. My save is from right after 0.25 launched (and no mods were yet compatible). It has Kerbin and the Moon 100% explored and about to begin Minmus. I have the stock research tree completely unlocked with about 14k science to spare. I install KSPI with tree loader, select the Interstellar Tech Tree and then go to the science lab... I see this: Whenever I try and upgrade the 3 nodes, nothing happens. However, when I leave and return to the science lab the science has been reduced by the proper amount and the 3 nodes are unlocked. No further progression is presented. Anyone know a quick fix for this? I'm going to try and quickly edit my save to not have any of the standard final science techs unlocked and see if that works. ~Steve
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Fractal_UK, Even though I'm currently taking a break from KSP at the moment.. I just wanted to take a second and thank you for coming back. Sincerely... thank you. I don't think I can play KSP without this mod, and I am ecstatic to see that when I do play again... KSP Interstellar will be here. ~Steve
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Touche I was planning the same thing, just haven't gotten there yet. As I said, I'm still in the Kerbin SOI. I like to 100% science (and get my warp on) before I venture out. I had sats in transit (and set up now), and money really is just a couple of clicks for 30k/60k/75k at a time... even in local space. Seems like silly planning for the campaign system... that you can keep re-using the same ship. ~Steve
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That's my man! Just what I've been waiting for. Tell me, what's different in your version compared to the F-UK version? Have a change log? Do you have any plans for something like no selling back AM? Do you have the collapsible warp drives in there instead of the stock ones... or with the stock ones... at all? ~Steve