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Everything posted by skbernard
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
skbernard replied to Angelo Kerman's topic in KSP1 Mod Releases
hey angel, how do you think RoverDude planned supply/organics changes will affect you? -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
skbernard replied to ensou04's topic in KSP1 Mod Releases
oh no, does this only do it in first person mode (just watched the video) - can we enable this when in third person (yes i can suspend reality with sound in space etc) -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
skbernard replied to ensou04's topic in KSP1 Mod Releases
this sounds immersive, i like that -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
skbernard replied to KospY's topic in KSP1 Mod Releases
dude you totally need to read like the last two pages of a thread before you keep posting stuff that's been asked and answered a million times - or better yet check the github issue tracker -
parts [1.12.x] Asteroid Recycling Technologies
skbernard replied to RoverDude's topic in KSP1 Mod Releases
ART is borked, recommend to not use for now - Rover will get back to it sometime in the future, my guess is that he's waiting for 1.0 and the default (his) resource system -
whoa, never thought about launch clamps either, can someone post a picture, i'm very interested in how it looks
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
skbernard replied to Angelo Kerman's topic in KSP1 Mod Releases
yeah i must have borked something - all is well now and i can finally say i have built my first ever EL buildings (a mining platform and an MCM refinery) - thanks again on to another question about the IMEM - after digging through the configs looking for things i may have broke with EL i started looking at the IMEMs - and yes i know they are just efficiency parts as they are workspaces but one thing i saw when looking at the parts they help is that it doesnt appear to be template specific - for instance it seemed that my aeroponics IMEM increased the efficiency of my refinery module (and every other module that has the IMEM as an efficiceny part) - are the different templates (and looks) just for flavor or do they actually serve a purpose i'm missing? (except the habitat, thats different) -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
skbernard replied to Angelo Kerman's topic in KSP1 Mod Releases
still having issues, i've raised the engineers to 2 stars and modded all crew members to have 0.1 stupidity - productivity is locked at 0 for each module and 0 to vessel productivity - no dice, cant get positive productivity and cant build... anyone have a guess as to whether this is an EPL thing or an MCM thing - i guess i'm leaning towards EPL - - - Updated - - - reinstalled EPL and its fine now - at one point it was discussed that we thought it would be safe to remove EPL parts as we just needed the dll, but that either may not be true or i deleted something else that i shouldnt have - thanks for working through this with me -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
skbernard replied to Angelo Kerman's topic in KSP1 Mod Releases
ah thats probably what it is - i'll double check after work - thanks for the info wombat -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
skbernard replied to Angelo Kerman's topic in KSP1 Mod Releases
Well i am clearly doing something wrong because my build percentage and time is sitting at 0% and 00:00:00 remaining time (while the resources are at 100%, it only needs rocket parts, i have plenty) ... i have two one star engineers in there, whats the minimum engineers to make it work? - i have never, ever been able to get anything to build with EL before... never... i must have a mental block or huge knowledge gap somewhere in my brain... -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
skbernard replied to Angelo Kerman's topic in KSP1 Mod Releases
hey guys, what are the bare minimum modules required to build on site (ground base) with this and EL? (assuming i ship in infinite rocket parts) -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
skbernard replied to Angelo Kerman's topic in KSP1 Mod Releases
sorry for delay in my followup from my original post (work is hellish), but yes i can confirm still having this issue -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
skbernard replied to Angelo Kerman's topic in KSP1 Mod Releases
ah cool, I'll give this a run down and let you guys know if anythings changed -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
skbernard replied to Angelo Kerman's topic in KSP1 Mod Releases
sorry, should have specified, yes it is -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
skbernard replied to Angelo Kerman's topic in KSP1 Mod Releases
hey guys, i'm having trouble crewing two of the inflatable homesteads on my station, keeps telling me its full and doesnt show up as a valid part for crew transfer - they currently dont have enough machinery to function for their roles - would this affect it - anyone run into this? thanks -
[old thread] Trajectories : atmospheric predictions
skbernard replied to Youen's topic in KSP1 Mod Releases
would the FAR fix work with NEAR? -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
skbernard replied to DuoDex's topic in KSP1 Mod Releases
DuoDex knows this mod currently breaks all other science parts in any mod and is working to fix it across the board -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
skbernard replied to RoverDude's topic in KSP1 Mod Releases
Do you have the Crowd-Sourced Science definitions module manager config file installed? If so that breaks the science modules, and science on other parts as well. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
skbernard replied to RoverDude's topic in KSP1 Mod Releases
Yup that was it, i forgot he didnt really update the mod yet - it just continued to work in 0.90, i installed that after yours and nuked the new version of the tools folder - i've made a PSA over there letting people know -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
skbernard replied to Paul Kingtiger's topic in KSP1 Mod Releases
hey guys, just wanna post that while yes this does work in 0.90 - if you're redownloading this it contains an outdated version of RoverDude's USI Tools, and that if you install this after MKS or Karbonite or anything you may be overwriting his most recent changes (which causes problems, like things not working corretly), make sure you dont nuke your most recent USI Tools folder -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
skbernard replied to DuoDex's topic in KSP1 Mod Releases
this apparently breaks the science modules in RoverDude's Sounding Rockets as well (not sure if your planned change is a global one or mod specific) - thanks for taking this on and the updates -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
skbernard replied to RoverDude's topic in KSP1 Mod Releases
hey RoverDude, do other mods package USI Tools in their distributables? i was experiencing the launch sticks not detaching bug and decided to check your USI Tools for outdated files as you've mentioned in other posts, and i did in fact have an outdated copy of everything in that folder... This is weird because i nuked my mod folder yesterday, verified cache from steam and started over for 0.90 and somehow ended up with the outdated version i went through your packages and they were all updated so i'm confused on how the old copy got there...