Jump to content

123nick

Members
  • Posts

    970
  • Joined

  • Last visited

Everything posted by 123nick

  1. how do i install the github version? just put the biomass-master into the gamedata or install it over the original?
  2. if you want rings, you should try kragretheas planet factory mod. adds ringed planets.
  3. isnt it a bit mean forcing people to take longer to log in?
  4. can someone tell me where i can find the mechjeb modules on the tech tree? like autopilot ascent and rendevous?
  5. can you add updated space shuttle engines compatibility, along with the new fasa 3.00 mercury engines and such, also MrTheBulls mods compatibility would be neat
  6. help! i have a AIES communication dish pointed at mission control from the mun, i have direct line of sight, but when i try to transmit it says theres no communication devices. what is the problem!
  7. Thanks lack! also a bug report: with the small underside landing legs they dont animate up or down, or move at all, and they spam null reference exceptions. also when i try to press the lower gear button a DT is NaN error is made in log.
  8. thanks for doing such a awesome thing! is it ok if you PM me the download?
  9. hey hows the remote tech 2 compatibility development? you think you can have a wip expirimental build ready for download? also one thing i noticed with the modular fuel system: the engines arent compatible yet, and the one fueltank that looks like a bunch of monopropellant cylindrical tanks put together is not compatible either. just reporting bugs.
  10. you should add a new siesmic communication device, how it would work is that you land it on a moon or planet, and it will be able to communicate with other vessels with a siesmic communication device landed on the same planet within a certain distance. would be very neat for ground-links so you can have a comms station on the darkside of the mun and another on the light side and be able to connect them.
  11. why do you need asmis life support mod AND tac life support? shouldnt you only need 1?
  12. i have a refinery on the moon making aluminum for my hybrid rocket, but it only makes aluminium and no oxidizer. is this new feature or bug? edit: also i have a fusion reactor but when i try to turn it on i get a DT is nan error in log: dT is NaN! tA: 0.813741683959961, E: 0, M: 0, T: NaN
  13. i dont know why but the command pods wont let me use the other science reports like the TV report and such, however in the editor when im setting action groups it shows me the 3 science expiriments with the pods (like watch the news and turn on the TV and such) but i cant use the science commands in flight. i do have KSP interstellar and that adds radiation levels to crew pods and that might overwrite sunjumpers science expiriments but im not sure.
  14. its great. maybe add modular fuel system compatibilty with the loki engine and maybe something a bit special with it ( like have it work with KSP interstellar methane-oxidizer fuel)
  15. ICBM challenge: make a ICBM/Cruise misstle heres the link to the challenge thread, not my challenge :http://forum.kerbalspaceprogram.com/threads/50314-The-ICBM-Challenge
  16. man, i was making a interstaller mission to duna but when i finnaly got there some of my liquid oxygen evaporated, dooming me. and now i see the use for MMH+n204.
  17. man, i wish we could just accept mods as norm with stock instead of having certain stock-only threads. would make the forums and KSP in general a better place
  18. how do the ballon type stretchy tanks work? i dont see a difference from them and the standard super stretchys
  19. can you move the onscreen mission controler button on the bottom side of the screen? its in the way of another button from another mod. like a bit to the left and it should be fine
  20. so this is like the ME-262 engine? if thats the case then im excited.
  21. can you change it so it used module manager for the extra command pod science expiriments like the TV and stuff? also, a special dedicated gamedata folder? and not have it over-right the standard science definitions too. i believe module manager 1.5 should help you.
  22. can you add vanguard plugin module compatibility? it allows you to have parts that store kerbals and then you can have a hatch part and it can interface with all hatchless kerbal storage parts. so you can have 1 hatch part and 3 hatchless kerbal storage parts and you will be able to access the kerbal storage parts with the hatch and get out. sorta like the lackluster mod. you should try it
  23. im having a bug where the proppelers dont animate, they just stay still. the actual pitch of the blade changes though, and when i launch a craft with helicopter blades a bunch of error logs is posted to the right side of the screen (before when i tried the helicopter blades the screen went black and the vessel speed was NaN and everything was being wierd. this used to happen with another mod, clockwork indujstries, when i tried there electric engine.)
×
×
  • Create New...