tomato3017
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Everything posted by tomato3017
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
tomato3017 replied to Ippo's topic in KSP1 Mod Releases
Entropy would be nice but I'll take Dang it as well -
Is there some secret I don't know about on how to get a crap load of science? I just did a tech cost tally in linux and came up with 80426. Compared to that vertical tech tree mod which is 24190. I want to play this but I am already getting stuck and it seems like there is no way to gather that much science, even with the probe specials(unless the eve and duna flybys are drastically more then what you get from the kerbin and mun probes).
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Forgive me if this has been asked before as searching for b9 in the thread isn't something I can do as it is too short a search term. I was wondering if anyone knows how compatible the b9 pack is with this. I know it isn't officially supported but I have no problem adding it myself. My only wonder is the isp and engines with RSS and the aerodynamics of it with FAR. Thanks!
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License crap always gets in the way with every cool mod it seems. It's not like they can make money off of it anyways....(and good luck suing the USA without being able to prove monetary damages.). I just ignore licenses in anything I do(modpacks, etc in minecraft), and anything I ever release on my own is 100% open with no exceptions.
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Correct, and my thought process was that because of the upper memory limit on 32 bit processes, the memory that is available for released objects is less. Therefore the GC needs to run more often to keep the memory space clear for allocation. Less application memory usage should mean the GC has more room for itself to work with. NOTE: That all my GC experience is mainly with java so it may not be correct with C#.
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Except on my tech tree, nuclear engines is near the end. Plus I like to do things like a communication network for remotetech, all which takes up science. Hence I suggested the resource component. It would give a need to go out to the planets to harvest resources to sell. My other idea would be to sort of detach money and science to some extent. Make it so if you go into the negative that you lose science(but maybe more then 1:1, 2 or 3:1) to show the inefficiencies of cost overrun.
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I would like to see something like this, or the ability to sell kethane. Right now, I am on a custom tech tree that is very hard. The problem is that I also need science for money and science has a max limit that you can make.
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This is from the B9 thread, he told me to ask the question here. Its related to the vtol engines(and vtol in general with firespitter). Is there anyway to assign increase/decrease hover height to an action group? I have looked all over and am not seeing it. I would like to while in hover mode slowly decrease by hover height till I touch the ground. But the only way I can see to do that at the moment is by right clicking each engine and doing it that way, obviously that will make it go crazy.
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Now-defunct-thread-that-should-not-appear-in-google-search.
tomato3017 replied to Cilph's topic in KSP1 Mod Releases
I misread it, sorry about that. EDIT: I did try my due diligence before posting by testing it against vanilla. Just a simple misunderstanding..... -
Now-defunct-thread-that-should-not-appear-in-google-search.
tomato3017 replied to Cilph's topic in KSP1 Mod Releases
Is it intended that the probes do not have an internal antenna in career mode? It works in sandbox but not in career. Because I have alot of addons I went ahead and made a vanilla copy of ksp and installed just remotetech and got the same issue so I know its not a mod conflict. -
Is there anyway to assign increase/decrease hover height to an action group? I have looked all over and am not seeing it. I would like to while in hover mode slowly decrease by hover height till I touch the ground. But the only way I can see to do that at the moment is by right clicking each engine and doing it that way, obviously that will make it go crazy.
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
tomato3017 replied to r4m0n's topic in KSP1 Mod Releases
Nice tech tree btw. I looked at it in TreeEdit. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
tomato3017 replied to r4m0n's topic in KSP1 Mod Releases
File import/export would be nice. You can copy the file from the save folder right now, but that is cumbersome. -
[DISCUSSION] RemoteTech 2 Lite development
tomato3017 replied to Cilph's topic in KSP1 Mod Development
Comes with the turf! You use github for bug reporting im guessing? -
[DISCUSSION] RemoteTech 2 Lite development
tomato3017 replied to Cilph's topic in KSP1 Mod Development
Just go and get it off of github like I did. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
tomato3017 replied to JDP's topic in KSP1 Mod Releases
Any update on RT2? I've been watching this for awhile, awaiting my return to play it until I can use RT with it. I see that there has been no activity on github in 2 weeks, should I continue waiting or is a fairly working release(mainly the computer, want to use that to land probes ) still down the road a bit? -
Does anyone have the merged models and 5m config that was being talked about a few pages ago(and by ZRM above)? Linking those would be most appreciated. Don't even need to organize them, i'll figure it out.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
tomato3017 replied to JDP's topic in KSP1 Mod Releases
RemoteTech_MM_ProbeCompatibility @JDP Just letting all parties know that there is a compatibility issue between the probe compatibility pack aka ModuleManager and the new B9 release. -
I narrowed down that the ExsurgentEngineering Plugin is causing any ModuleManager override to no longer work. I tested this with a fresh download of B9 and was trying to use the remotetech probe compatibility plugin with it(which is just a config and modulemanager). As soon as I removed ExsurgentEngineering it started working again.
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Hey All, I am trying to figure out a way to shutdown the engine my part module is attached too and keep it down. I know I can send it a shutdown event and that works but the user can restart it. Anyone know of a way to keep it from being able to restart till I reenable it. I tested with removing the module but is that the proper way as re-adding it requires a new part module object and i'm not sure how to copy the setting from the old module. Thanks!