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Seeker89

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Everything posted by Seeker89

  1. Hey, I just started to enjoy this mod. Have just unlock it in the tech tree, but it has lead me to some questions.... Tweakscale? would you be able to make us some MM for Tweakscale support? Would this work to cool most of the craft too? like in one of my plane, the engine heats up what ever is beside it, could this fix it? Have a cooling system throughout the whole craft would be kind of cool.... have you thought of something like that?
  2. I want this... and would love it very much
  3. You could try to use the IntakeAtm from Karbonite. That will allow to be used any planet that has an atmosphere
  4. you could try this: http://forum.kerbalspaceprogram.com/threads/99235-0-90-2015-01-08-MonkeyWrench-0-1-6-For-when-subtlety-and-finesse-just-won-t-do for the mechjeb in eva... I do have a standalone mechjeb in eva mod... but I can't find the download link.
  5. You should most likely add that the newest patch is game breaking.... R.I.P. deleted kerbals...
  6. I generally make a rule for myself not to mine kerbin... I call it going "Green"
  7. I just have to say this is an awesome tool and has saved me a load of time looking through the forums. But I do have a few requests.... An export list to notepad or something like that. something that puts the list of mods in a copy(pasting) mode to make a copy of all the mods that people have. and I wouldn't mind a recent installed/uninstalled filter, to find which mods you installed last and uninstalled for finding bugs. Seeker
  8. Okay, I think I figured out the questions I need help on. I'm still playing with the interstellar mod. For some reason this "works" { foreach (ModuleGenerator generator in generators) { if (generator.generatorIsActive) { double output = generator.efficiency; double gpower = part.RequestResource("ElectricCharge", output * TimeWarp.fixedDeltaTime); nuclear_power += gpower } } } but I don't know if it's just pulling the number from efficiency is the best idea but I haven't figured out how to pull the number from the rate. The second problem I'm having with is; that it's not running through FractalUK's power manger(FNResourceManager or the ORS one) to make sure that it has all the ElectricCharge it needs before sending it. The other thoughts I had was to; just remove both modules(this and ModuleDeployableSolarPanel) and just tell it to remove lets say up 1 million ElectricCharge if it all the power it needed was there. but I don't know how to do that. Thanks again Seeker
  9. Never Mind.... I should stop trying to learn to code without taking any courses or reading any books...
  10. Hello So I decided to edit Interstellar, to remove everything but the microwave power transmitter stuff... because that's all I want. I delete all the other .cv that didn't have to do with them, and moved on to removing the lines in the .cv that didn't matter(like the reactor power lines, and wasteheat). I have of course run to in problems... Error 1 'FNPlugin.MicrowavePowerReceiver.OnUpdate()': no suitable method found to override Error 2 'FNPlugin.MicrowavePowerTransmitter.OnStart(PartModule.StartState)': no suitable method found to override Error 3 'FNPlugin.MicrowavePowerTransmitter.OnUpdate()': no suitable method found to override Error 4 'FNPlugin.MicrowavePowerReceiver.GetInfo()': no suitable method found to override Error 5 'FNPlugin.MicrowavePowerTransmitter.OnFixedUpdate()': no suitable method found to override What did I do wrong?
  11. does this count? http://forum.kerbalspaceprogram.com/threads/83504-Solar-Panel-Wings
  12. try http://forum.kerbalspaceprogram.com/threads/87587-Higher-Part-Cost
  13. Hello Boris I think you are doing a great job, and I hope you keep it up. But I have two questions. Is there a way to making the microwave transmitters, transmit any power that is made on the craft? like power generators that are in other mods like USI mods, and even RTGs? Secondly I was wondering if you could make the transmitters a standalone pack? Thanks Seeker
  14. I can delete all the other parts but the transmitters, and the mod will work. I problem I find is that the transmitters only use solar power, and whatever reactors are in the pack. so I can't use USI reactors or just any part that makes power and transmit it, it has to be either solar or the reactors in that mod.
  15. That would be the easiest... but last I remember the power transceiver only sends solar power and the reactors in the mod itself.
  16. I guess we just need big tech trees... lol. I do like this idea... and i think it is used in the interstellar mod, well kinda.
  17. I know that this is already in the Interstellar mod. I was hoping someone could strip the mod down to only the Power Transceiver part and make it a stand alone. Just don't get me wrong I really really like interstellar mod, and I have played it right from the start, but with everything in that large mod now my computer(and sometimes myself) can't handle what is there. So I wouldn't mind just the Power transceiver stand-alone mod. Thanks Seeker
  18. This is not the answer I'm looking for... I have dismissed many and they just keep coming... It's not that I don't use them. I just really suck.
  19. I don't know if this has been asked yet, but is there a way to turn off missions? I don't really care much about the Aerial Survey or the Rover Search, and some times they fill up the missions given for me. So is there a way to disable them? Thanks Seeker
  20. I don't know if this is helpful at all, but you can turn off TAC per saved game. I can use Modular Kolonization system with TAC installed but I don't have to play with it.
  21. Okay... well I'm going to ask you guys here. I've been trying to get tweakscale to Extraplanetary Launchpads, this is what I got: Why does it not work??
  22. To me... I don't really find a problem in the modding community. Most of the Modders that have been problems get flushed out. Problems mostly being not listening to what the people want, and most of the long term, higher wanted modders do that very well. Now finding mods are really really easy; google/bing, forum search (it does work for me), and last and most important community. Go back to the Add-on Requests and Support area, post what you are looking for and 9.999 out of 10 there is an answer. As far as different downloading sites are a problem, it's not. Many many games have different places to download mods and add-ons, it's up to the modders to decide what is the best and easiest for them to update. Most modders here even use more then one. My cents on this. Seeker
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