Jump to content

123nick

Members
  • Posts

    970
  • Joined

  • Last visited

Everything posted by 123nick

  1. does anyone know how to add biome specific logs? like what squad does, because all i see is surface landed: no other things related to surface
  2. HELP! i have a bug report! when i try to open a container, it doesent work! on the debug console it says: dT is Nan! TA:2.9, E:0 M:0, T:Nan ) so i dont know how to fix! im in EVA and the contianer is from Baverio tubes!
  3. can you make it so this mod uses ONLY the stock tech nodes, so its more compatible with moded techtrees?
  4. what does AAR even mean? i heard it said before but i thought it was only 1 person working on whatever a AAR is
  5. Can you re-add the aeroprobe to the mod? the way it flew was fascinating, spectacular, excelent, and i want to use it again!
  6. where can one find tree-edit? i looked EVERYWHERE and i cant find it!
  7. you should add the H-II transfer vehicle (wikipedia: http://en.wikipedia.org/wiki/H-II_Transfer_Vehicle). you should also make it so its a KAS storage container, because it would make sense ( it IS a cargo ship)
  8. honestly, i dont see why you cant just use bobcats N1 or mrthebulls N1. i mean, whats wrong with mods?
  9. i dont know, but i read it and thats awesome. imagine normally playing the game and suddenly seeing that. would scare someone.
  10. now use Treeloader and try out another tech tree- its really fun!
  11. man, this is insanely difficult when using kerbal ISP difficulty scaler, ferram aerospace, deadly re-entry, and modular fuels (real fuels edition). i try to make a rocket airplane, but its having trouble working. but still, awesome tech tree!
  12. Where can i find information on the tinker techtree? i searched on the forums but i cant locate it
  13. isnt this also a addon in development? so it should be in addon- development right?
  14. I contributed! check in it again, its in the GillyInSpace reports
  15. can you add modular fuel system capability? that would be just AWESOME!
  16. how does this mod work with non-ferram compatible wing pieces? like the nova-punch fins?
  17. now they show up, but it says when im building "please purchase in entry thingy" but i cant find where they are on the tech tree to buy them! maybe post a pic on where they are? TY!
  18. Help! for some reason the parts arent showing up! i have electricity researched when i installed the mod, and i m using the ksp interstellar tech tree (should not change anything) but its not showing up! help!
  19. you can always use the Nukemod (search it on space port) Hall Effect RCS thrusters (practicly ion-thrusters, they use xenon and electricity)
  20. man, more people need to place there scripts here. like i cant find a single user-made KOS script anywhere! there needs to be a place where people can share there programs
  21. can you remove the feature where it will reload all the parts when u weld something? it crashes my game cause i have SO MANY MODS and reloading them all afaik overloads the ram, or even better have it as a togglable feature.
  22. 10/10. i think i see you TOO much on the forums
  23. you should add a up-transformer, to transform 1000 electric charge into 1 megajoule, it makes sense. and it adds mod compatibility for all those mods that add other electric charge generation methods (imagine using kethiolectric kethane reactors to make tons of EU, and use the xenon byproduct for a plasma thruster or ion engine)
  24. how does one get the random generation to work? all i have is a single city next to the space center, and when i tried using the config file it didnt work (it could just be the city is in the bottom of the ocean but thats hard to check)
×
×
  • Create New...