Jump to content

krillin678

Members
  • Posts

    44
  • Joined

  • Last visited

Everything posted by krillin678

  1. @Spinplanet, sorry for the long delay, was on vacation. The config file is called ntr-gc-25-2.cfg I don't remember exactly where it is but if you search the mod folder you will find it.
  2. Just a question, Is there any plans for tweak scale configs for the engines of near future aeronautics?
  3. Hello, I would like to have some help with something related to install. I use near future technology packs and I am interested in the nft engines in this pack. I took a look at the normal package and didn't see any engines of that type in there so I'm guessing they are legacy. Any help on how to install those engines with the new pack would be appreciated. Edit: or maybe I misunderstood, this mod is not compatible with near future technologies
  4. OK, so digging around in Nearfuture Electrical I was able to find the module for transfering fuel from the nuclear fuel container, something like Safe fuel engineer level and such. I edited the cfg file from kerbal atomics emancipator and added it. I will have a spoiler below with contents if anyone is interested. Now the more difficult part is getting crossfeed from Nearfuture electrical nuclear fuel container to engine for it to work with out having to manually transfer it but I will leave that for people smarter than me. cut and past over file or add it as a separate cfg after backup doesn't matter to me.
  5. Hello, was trying to use the ntr-gc-25-2 emancipator and I have found out some thing interesting, maybe I am doing it wrong but maybe you guys can clue me in. When I take a enriched uranium tank with said engine I cannot transfer fuel to the engine itself, it says selected part cant't handle radioactive storage. So any tips on how to refuel this engine would be nice thanks
  6. Welcome back! I loved the old series, gonna wonder what is next on the horizon.
  7. I feel the game with the new aero and engine debuff and drag that the overall game is a bit on the hard side. Then you add in the game's need for the "rolling pin of science"(which is not taught) I could see someone getting stuck in "Normal" for a very long time. Although, the actual difficulty of overcoming these problems is not hard in a typical sense but some would equate gindy as hard.
  8. Having a hard time finding out information on this, especially with 1.0. I have seen the .90 wiki on this. So the main question is: Kerbonauts level, what do they gain at each level?
  9. Ok, these are good ideas. I will probably look at the moon, but getting there with out patched conics is a little bit of a pain, but I am looking at quite a bit of surplus money. I don't disagree with "doing science," but I think they might have gone just a bit too far in that direction. I sort of appreciated the fact that in the previous version I didn't have to go around like a mad man looking in every crevasse for those little bits of science.
  10. I will have to look into this to see if it will solve my problem.
  11. I have seen the contracts for part testing, they don't get much either. I am resigning from career mode. Going to wait for a career re-balance as even the easy mode does not allow for quick moves up the tree.
  12. Yeah, that is something, I remember doing that back in the day and I found it to be tedious. Was wondering where one could get substantial chunks of science. I don't have probes just yet because my first 45 point purchase was for tanks and the lv-909(1.5m small engine) to get orbit.
  13. So, I can get 45 science at the north pole in a single trip?
  14. I don't think I can, all I have are solid rocket boosters some small (lfo) tanks... I don't even have landing legs yet.
  15. I have been playing some career in 1.0 and I have not got very far. I am kind of stuck at the 45 science per node tier. I have some contracts but they only award maybe an average of 2 or 3 points of science. I have access to the goo and materials bay and have taken both on an orbit run, but now I don't have much else to do. So, how do you collect science efficiently(no spam)? Answer, Supplied by basic.syntax, So I went and started a new game, adjusted the science payout to about 250.% I am now thinking this might be a bit much but it is the answer I was looking for. Might go to a point somewhere in-between 150% and 200% to get the "right" amount of science.
  16. I have had many learning walls. I overcame most of them. I worry the 1.0 version of the game will be too difficult or too much of a time sink. (looks at roverdude)
  17. Ok, I am confused then. How does one access the parts in the editor? Do I need another mod?
  18. ZIW (or who ever is providing support for this mod) It looks like you have some borked *.cfg files. The parts are not showing up in the builder because the category is wrong. Here is what I found. ... // --- Editor Parameters --- TechRequired = advMetalworks entryCost = 7800 cost = 250 category = none subcategory = 0 title = Extendatron - Basic manufacturer = Magic Smoke Industries description = WIP Robotics Part ... The category can no longer be none, you must supply one. Here is an example... ... // --- Editor Parameters --- TechRequired = advMetalworks entryCost = 7800 cost = 250 category = Utility subcategory = 0 title = Extendatron - Basic manufacturer = Magic Smoke Industries description = WIP Robotics Part ... Hopefully this will fix your problem as it did mine.
  19. Found an error in the .cfg for the inflatable storage of rocket parts. I think the USI module for inlation has changed(it multiplies now instead of just looking for a number). Look here for an example .cfg for fix.
  20. Does this also mean we might see inline containers also? That is always something I wanted to have so my rockets/planes stay aerodynamic. BTW: Thanks for the work on this mod. Probably one of the more fun additions to the game.
  21. I am having some issues with far/near with time warp in orbit. Lots of mods. Where can I go to report on my findings? My ships are getting frozen in orbit or spontaneously exploding. Edit: Found major conflict in mods not related to far/near. It is a real bummer as now I will have to comb the files to find what one is doing it. So probably NOT related to far/near
×
×
  • Create New...