andrestirabo
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Everything posted by andrestirabo
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[1.12.x] Community Tech Tree (August 13)
andrestirabo replied to Nertea's topic in KSP1 Mod Releases
Nice!!! -
Great!!! I'll try it now
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KSP Interstellar Extended Continued Development Thread
andrestirabo replied to FreeThinker's topic in KSP1 Mod Development
Hi Profit, Thanks for answering, you are right. One last question: when I use the dusty-plasma reactor the game runs very slow. Is just me or is a common problem? Thanks -
KSP Interstellar Extended Continued Development Thread
andrestirabo replied to FreeThinker's topic in KSP1 Mod Development
HI, I'm having some problems with reactors when trying to change its fuel modes. For example I can't change the fuel mode for the tokamak reactor from deuterium-tritium to deuterium-helium3. I made a fresh install only with this mod and I'm having the same issues. I don't know if someone else is having the same problems or if there is a way to fix it. Thanks, Andrés. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
andrestirabo replied to RoverDude's topic in KSP1 Mod Releases
Thanks!!! That solved it- 1,690 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
andrestirabo replied to RoverDude's topic in KSP1 Mod Releases
Hi, I'm playing in career mode and I can't find the warp engines in the ultra high energy physics tech tree node(I'm using CTT). I'd like to know if its just me or there is more people with this problem.- 1,690 replies
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[0.90] KSP Interstellar port maintance thread
andrestirabo replied to Boris-Barboris's topic in KSP1 Mod Development
I have exactly the same problems that TheOtherIke except for the message when loading the game. I have the last version of this mod and a few others like karbonite, procedural fairings and scansat. -
Great job!!! I gonna try it
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[24.2] Karbonite Ongoing Dev and Discussion
andrestirabo replied to RoverDude's topic in KSP1 Mod Development
is planned that the Karbonite Converter converts karbonite into xenon? -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
andrestirabo replied to damny's topic in KSP1 Mod Development
+ [dev] Support for changing what you define as 'sea level'. Compiled to be default (ie, 0). - [dev] Removed all unused declerations + [dev] switched to unix line endings. + [dev] switched to custom, but uniform formatting (for now done by MonoDevelop). - [dev] removed windows commands in .csproj and .sln. + [dev] added unix commands. I will be happy to have both if I can be shown how. + [dev] added debugging and profiling support. Includes dummy executable. + [dev] [requires] that the SCANsat.dll be put directly in place (ie, GameData\SCANsat\.) for debugging to work will you make an official thread?