PizzaCat
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Posts posted by PizzaCat
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What alterations would I have to make to use this mod in career mode?
I love the idea of having large stations, but I am a modding newbie so haven't a clue how to add it.
Thanks in advance
Get TreeLoader.dll and add the parts you need in tree.cfg
else you'll need to edit cfg for every part in the pack.
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I got like 600-700 science from every Minmus biome and 300-400 from higher orbit and lower orbit over biomes.
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We don't talk about the "incident"...
@PizzaCat: The Devbuild should work with Career Mode by default. The nodes used for the parts are stock nodes so KSP Interstellar compatibility isn't an issue. It only adds new nodes and does not change stock ones. Remember, if you add mod parts to your tech tree, you'll need to unlock them piecemeal before you can use them, if you've already unlocked the node they're under.
Got it, I found the node required to unlock those. Apparently I hadn't unlocked the node leading to it.
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Well, welcome to KSP! Mind Munfry. He hasn't been the same since the "incident".
The dev build seems to work fine with 0.23, for me at least. So you might wanna take a look at it.
Hi, I installed the 0.22 dev build but its only working with Sandbox mode. Do I have to edit every part cfg to add it to career tech tree?
I'm also using the Interstellar mod and it comes with Treeloader, I did some research and found I can also edit that tree file and add parts there instead.
Will it be compatible by either of those methods?
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Well, welcome to KSP! Mind Munfry. He hasn't been the same since the "incident".
The dev build seems to work fine with 0.23, for me at least. So you might wanna take a look at it.
Thank you, I'll try out the dev version.
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I just started playing KSP, with 0.23 update
I want to set up a base and there is no updated space station mod around. T______T
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PizzaCat's Inter-Galactic Pizza Delivery Agency
Antares launch/failure discussion.
in Science & Spaceflight
Posted
How much does it cost per launch, anyway?