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NeoAcario

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Everything posted by NeoAcario

  1. Tree loader is no longer supported. There is a tree.cfg for TechManager inside the Warp folder. ~Steve
  2. So.. I just realized that all thermal jet/rock nozzles are now worthless with antimatter. 300isp max now? So, <1/2 what it was for 1.25m, a little over 1/4th what it was for the 2.5m, and only 1/6th for the 3.75m. Uhm... ok. There goes all of my fun/best craft. ~Steve
  3. You remove everything from the no-longer-supported tree loader (includeding the Tree.cfg in your save folder), install TechManager, and copy the Tree.cfg from inside the warp folder into your save folder. Done. ~Steve
  4. I guess backround Tritium breeding isn't working for anyone else either? ~Steve EDIT: I pray backround AM harvesting is still working.
  5. 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.
  6. Brilliant and simple fix. just jack the price of each AM container to include the cost of the ghost AM. Good idea... can't believe I didn't think of it. Cheers ~Steve EDIT: And I'm assuming the 1.25m Warp drive is 3x the cost of the 2.5m for... miniaturization reasons?
  7. 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
  8. Would someone please remind me how to edit the science.cfg to allow for both impact and seismic scans? I've done a couple searches but obviously came up empty handed. Thanks in advance, ~Steve
  9. Awesome, Fractal. Any chance Tritium now decays into He3 when unfocused? ~Steve
  10. 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?
  11. 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
  12. So... I took my usual summer break for work, but now I'm back! I'm also ever-so happy to see that Fractal_UK came back to resume development! I have just one quick question before I start up a new campaign: Does tritium decay into h3 on unfocused vehicles yet? ~Steve
  13. 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
  14. So how are we all feeling so far about the costs in the experimental version? ~Steve EDIT: No costs assigned yet to nuke fuels?
  15. My initial thought was to raise the price of upgraded parts to something like 4x cost... but then I had to consider the fact that you cannot use un-upgraded parts once you unlock the upgrade. Would it be at all possible to add a tweakable setting to use an item un-upgraded? ~Steve
  16. 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
  17. Am I missing something in the mission system? I'm only on my 3rd science mission to Minmus (and only 18 K-Days in), and like my 7th or 8th to Mun, but I'm only just now about to break 10 million funds. So what gives? Yes, my tech tree is maxed (no KSPI installed yet)... ~Steve
  18. 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
  19. So what's the deal with FracktalUK? Some people say he's on Vacation... Is he really on a vacation.. or just taking a break from KSP? Did I miss a post of his somewhere? ~Steve
  20. This problem doesn't happen with upgraded fission reactors... just the basic ones. I normally use a 0.65m Fission reactors when I need some backround juice for AM containment and the like. ~Steve
  21. Considering making everything sellable / purchasable besides Antimatter. Just keep my AM infrastructure like I had before... parking a 1m AM can by the launchpad and call it good. ~Steve
  22. I hate doing game balance work... The more ridiculous I want to make prices... the more I realize money won't matter the second I get an AM collector set up. ~Steve
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