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Seeker89

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Everything posted by Seeker89

  1. Hmm... I thought USI Kolonization Systems disables EPL parts.
  2. I find it odd that it doesn't work for you. But I have some questions... Do you have Module Manager? Did you save that in a text, renamed the text with .cfg at the end and placed it in your Gamedata? I found that sometime it will take time to get into effect, like refreshing the mission page. Try making a new game, and launching the first craft, then take a look.
  3. This is what you need.... @Contracts { @AverageAvailableContracts = 50 } this works for me.
  4. I had this issue too... I found that changing the orbit with engines will kinda fix this.
  5. Well that worked. I don't know why it wasn't before working for me... I did have other stuff in that cfg. oh well.. Thank you very much..
  6. Silly question... why can't I get this to work? @PART[*]:HAS[@MODULE[ModuleScienceLab] { @MODULE [ModuleScienceLab] { @dataStorage = 15000 } }
  7. that's good to know, thank you. Yeah, my lot is kinda large... 80 by 250 meters(meters or yards, can't remember).. and aerating sounds like a lot of work... My lawn doesn't need to be that good. But thanks anyways...
  8. How many times could I go over? would a few times be ok?
  9. Hello I really can't find the answer for this on google, so I'll ask you guys. As the snow is all gone, and seems like it's going to be staying that way till October November(I live in Canada). So my wife and I decided to get a lawn roller because well my lawn is getting bumpy, but I have a few questions.. Can I cut my grass and flatten it at the same time? I have a fairly large yard and I cut it with the riding lawn mower, with roller can hook up to the lawn mower. Or should I cut it first? as the grass is getting long... Should I roll it first? thanks Seeker
  10. Well he says it will be.... For now just transfer the parts of the mod without the plugin. So your crafts won't be deleted!
  11. You might be able to make it with some MM commands. PringleMan. so what you want is a shorter one, with a harder cap?
  12. Good Job. I would very much like to see this mod.... heck I wouldn't mind just seeing a video
  13. this would also make a cool underwater base....
  14. this would be interesting... as kerbin is 1/10 of earth, you could cut out planets and moons that would be peanut size. That could help. the project would be very large.
  15. Sorry, it was more wondering then pushing. I don't expect you to pay for a game on steam when you already have it. but over all I'll be happy to wait.
  16. Mmmm.... yes. The Repulsors doesn't use the wheel modules, and doesn't need to touch the ground to move. In my mind that would mean that it wouldn't be as broken compared to a lot of other stuff in the mod. Of course the UI stuff would be. (and DustFX) For me it's what I use the most from this mod, and it was also the first parts.
  17. Oh sorry. I was meaning that he set it up like that, and that it was the cause. I should have explained more.
  18. Yeah, I just don't get pay enough on my day job to worry about this things. I just thought it would be a cool idea.... an expansion to what you wanted....
  19. I might be a little greedy.. but does the anti-grav work in 1.1?
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