Jump to content

eevenson

Members
  • Posts

    46
  • Joined

  • Last visited

Everything posted by eevenson

  1. Awesome -- thanks for this. I rank this mod in the top 3 for required gameplay. FYI, I saw the same behavior for the same craft sitting on Minmus.
  2. So my point here was to make sure my plans for a interplanetary ship worked with regard to population growth -- so docks are out. I did wait at least 6 months to see an increase in population. I also thought that I would see a non-zero growth rate in the right-click menu if things were working. Here are my version stats courtesy of CKAN: KSP Version: 1.0.4 Installed Modules: - CivilianPopulation 1:1.7.5 - CommunityResourcePack 0.4.4 - EditorExtensions 2.12 - ExtraPlanetaryLaunchpads 5.2.2 - InfernalRobotics v0.21.3 - IR-Model-Rework-Core v01b - IR-Model-Rework-Expansion v01b - KAS 0.5.4 - KerbalAlarmClock v3.4.0.0 - KerbalEngineerRedux 1.0.18.0 - KerbalStats 2.0.0 - KIS 1.2.2 - MechJeb2 2.5.3 - ModuleManager 2.6.8 - ThrottleControlledAvionics 2.3.0.1 - Toolbar 1.7.9 - TweakScale v2.2.1
  3. Why do I need a dock for population growth? https://www.dropbox.com/s/667gvko4xw4so14/Screen%20Shot%202015-10-12%20at%208.31.22%20PM.png?dl=0 - - - Updated - - - I thought all I needed was what was pictured in your docs: "The pictured land crawler shows everything you need to maintain your civilian population and to grow it. Left to right: mining container, garden, fertilizer for garden, Civilian pod, laser drill."
  4. I have this beast on the launch pad -- but it doesn't seem to be growing the population. Why? Thanks for the great mod!
  5. +1 to the request to add to CKAN. Thanks!
  6. So can KSP stock resources be converted into ore?
  7. Looking forward to a 1.0 update. Thanks for the status!
  8. I just want to say that 1.0 is great, but CKAN has been the biggest improvement I have seen in this game in ages.
  9. Hell, why not just include an integral fuel tank too. Nobody uses an engine without fuel after all -- it is just a complete waste of everybody's time.
  10. @regex: that looks almost identical to my tug. My engines are mounted midships -- other than that, identical.
  11. Sorry, I meant LV-N engines -- the atomic rocket motors. I have run them at 60% without problem -- I would just like to add cooling if possible to run them at 100%.
  12. I have a orbital tug that I use for transferring cargo around. The tug has four NV-Rs. Typically, these NV-Rs burn for long durations. These durations are now limited due to thermal effects. What is the most effective way to cool NV-Rs so that they can burn continuously? I have tried adding structural panels as radiators, but this doesn't seem to be effective. The fuel tanks that the NV-Rs are mounted to seem to blow up just as quickly.
  13. Toolbar 1.7.8 installed via CKAN seems incompatible: https://github.com/blizzy78/ksp_toolbar/issues/33
  14. Perhaps if the mods could be listed in alphabetical order on the main list that would helpful. Thanks!
  15. What is the best way to check for mod compatibility for a given release? With the release of 0.25, I have a lot of (currently) manual checking to do...
  16. I just wish I could solve the issue I have with Kerbals going into the workshop and never coming out. I cannot get Kerbals to exit the workshop -- they simply disappear. I know they are in there as the workshop works, but they don't appear on the vessel crew display nor can I click on any Crew Hatch menu.
  17. Turning off progressive builds requires you to have enough rocket parts in stock to build whatever you are building though.
  18. Can progressive builds be turned on in an existing save file?
  19. Great idea. Adoption would be enhanced if you could lobby the most popular mods to participate (looking at you MechJeb). Good luck and thanks for the great tool.
×
×
  • Create New...