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nismobg

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Everything posted by nismobg

  1. I really cant remember well but see if the issue has to do with attaching parts from parent to parent ship. Try with parts from another close by ship.
  2. Its actually pretty easy: Find the part you want to add , open its .cfg file and paste "TechRequired = nanolathing " without the bracket . Here is example : // --- editor parameters --- TechRequired = nanolathing cost = 680 category = Utility subcategory = 0 title = Container Type A manufacturer = Sklifosovsky Labs description = A KAS dedicated container for storing grabbable parts. Right click on it to edit content. You can chose the tree node by using this 2 websites as reference: http://i.imgur.com/OkwRzka.png current tree https://dl.dropboxusercontent.com/u/22972712/ksp%20forum/tree_trimmed.txt Nodes naming
  3. This statement can be posted only by a person who has never played a major AAA release catering to long term player base. Hardcore gamers are the 1st to come and bring the casuals after.They are the ones giving constructive feed back, troubleshooting and most of the times testing without complaining. I will give you an example of really good space sim/game ruined bad before its even out, because it tries to cater to the casual base-> X:Rebirth just watch it burn , sadly.
  4. regex ty for the update. Is there a way to toggle on/off the mod while active , for the sake of screen real estate?
  5. Its animation bug, he is fixing it soon. The part should be working as intended however. You can find the fix few pages back. Page #318 ez fix
  6. @Galene try something and thank me later , Go to Graphic Setting in game and get the Texture Quality :Half Res . Now try again and see how much RAM are you using.
  7. The mod is not compatible with Kethane as of now for me . P.S. So i have posted on the Kethane forum but im 99.9% sure its from, IonCross, the ice module is breaking the game, and here is the error : [Error]: [Kethane] Could not find generator name [Warning]: [Kethane] Defaulting to empty generator for Ice P.S.S. Old version works flawlesly
  8. You can add any mod part to the tech tree, its super simple and at any time.
  9. Its very ez, look around , one line of code for each part.cfg u wont to add to the tree
  10. Sunshine i think you still have to delete the Squad parts anyways, as long as KW has the matching parts
  11. You sir are a god among men , I just started placing the parts in the tree when i saw your update , thank you !!!!
  12. Good idea on the Toggle Option, maybe at start of game. Sandbox should have all game options/mode etc included, even if its just for the random science texts. I am seriously playing this game 90% because of the mods, and now with the way the tech tree is implemented adding mods might be a pain and by the rate mods evolve it will be a pure madness if you are a custom to a bunch of mods at the same time. Like I said I personally would love to play the career mode, but with the option to use all the mods "I like"at least till the game is more refined. Science does not bring playability of the game as of right now, mods like : Kethane, Ioncross, Achievements, Mapping mods and so on are the main drive for me, so just enable the science text discoveries(not the tech tree) so people can have fun. The majority of players are playing Sandbox Mode anyways. Career should have been renamed tutorial and merged with those tutorials we already have, till the actual career mode is more refined. Maybe a small idea for future updates , why not spice up the tech tree for example: end teirs with new planets/moons/solar systems orbits or other physical objects and not parts only.
  13. Me too, might try if it gets modded heavily but otherwise no ty. At this stage its just a good tutorial for new players.
  14. I duno if its me or not but it feels like the 0.22 stock textures are pretty good, still no clouds however
  15. Ok after some quick test here are my thoughts : this mod is good runs properly and the way it supposed to. Drains a good chunk of Electricity( its a big plus for me , given the useless stat of EL as of now ), The CO2 converter is passive and it works with Ioncross , so over time biomass sucks a tinny amount of CO2 to keep it going and produces tinny amount of O2 in return. No just a small ittsy bitty tinny suggestion, can u add one of the BioModules to be only for production of O2, just for so we can produce O2 at higher rates if we need other than the default passive rate. I understand that you can stack plenty of Modules to increase co2/o2 rates but just so this mod has its own legacy dedicated O2/CO2 converter . I am pretty confident that in time you can make it generate food/waste etc. easily as long as the Kerbals have the function of using it. P.S. Just noticed with closed shutters, if i leave it to produce monoprop or liq/oxi it still keeps doing it as the shutters are open, isnt it supposed to not be working in this case? P.S.S. One more thing to say: At night or when no sunlight or El, Biomass should produce CO2 only.The mod should NOT use electricity when Shutters are closed and all the functions Disabled.
  16. Well , this is a must have mod for me then. One thing i would do however is not use the fuel parts as it does not sound so realistic and i run Kethane at the same time, but the O2/CO2 is just a must have for deep space missions, and its very nicely implemented .
  17. Thats very nice . what about Ioncross compatibility, can I stuff a crap load of Kerbals in a module and use the waste as a source for co2 and vice verse O2?
  18. I ment to ask if the system is always active event when the ship is not, if you leave it active.
  19. Wowowo, is it active while its not being used or only when on active ship?
  20. Well the last time this happen to me was at minmus, i had to delete the part from the save and since that never had problems again.
  21. I have fixed the frozen kerbal stuff by either save/load , or edit your persistent.sfs or quicksave file and remove the Part attached to your kerbal manually and then reload the save. I cant remember how I found it but i think you should search it by kerbal's name and then remove the specific KAS part he has equiped.
  22. What happens when you unlock the tree.... It turns into a sandbox i would guess. I would guess that you can finish the tree without even leaving Kerbin SOI too. So you get my point? Sience is just a kind of prolonged game tutorial right now without the rest (resources, money, etc)
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