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Tabris

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Everything posted by Tabris

  1. you have to balance the load and level your legs to stop your washing machine wandering all over Minmus (or your garage)
  2. known issue but with KAS removing the functionality from the pipe connectors (flex-o-tubes are re-sized & re-skinned KAS pipes) i think a fix/workaround was posted a couple of pages back.
  3. @Horus, Experiencing the same issue. can you post a modlist and i'll check through to see if we have any in common. this is my current modlist http://kerbalx.com/Tabris83/installed_mods
  4. @Angel-125 made this using the stock robotics system
  5. @Nertea, i know that NF Solar is "feature complete" but a humble request, could we get Half-sized version of the OKEB-150R "Halo"
  6. Please can we have the robotics parts respect copying, ie. i setup a sequence on one leg then copy the leg.
  7. does it only work for the "Stock Occupations" only or is it extensible to other mods that introduce new occupations?
  8. i was hoping to use the new suits to sort of replicate the functionality of by assigning a color to each class automatically
  9. @OhioBob, bug report: 1. the "Lance" SRB has no sound when running 2. the engine effect on the Lance continues to play before engine start and after flame out https://imgur.com/a/FT9sh0o
  10. are the new suit colors added in 1.7 alterable via MM? also can MM detect Kerbal classes (pilot, scientist, engineer)?
  11. sorry for the Necro. is there any way of updating the CKAN listing to current KSP or Kopernicus version?
  12. @allista I think they posted here because this mod uses MaterialKits too. @melechdaviid i don't think there is a way of disabling the Material Kit cost from the centrifuges or inflatables without removing from the cfg file. You might be able to write a Module Manager patch to remove the Material Kit cost. the best place to ask would be in
  13. shouldn't that be @PART:AFTER[Kopernicus] because if you load it before kopernicus then when kopernicus loads it will overwrite the above patch.
  14. Just watched the teaser video https://giphy.com/gifs/netflix-jay-explode-l378hQDm0Fd41gb4c
  15. @allista can you put a github link also, Spacedoc.info is reporting as being down
  16. i did some digging and found that MKS "Hard Codes" the PartModule. is Global Construction Core (shipped with MKS) updated with the orbital construction code? i installed Global Construction 2.3 over GC-core and pulled the partmodule out of the Orbital Workshop and stuck it in the MKS-Workshop and it works but gives me 2 "Workshop Menu" buttons on the PAW.
  17. @allista where are the MM patches to define what modules are made workshops? is the 2.5m tundra mobile workshop from MKS meant to be landed only?
  18. Hey All, is it by design that the tundra workshop (2.5m) only works for Ground Construction when landed?
  19. @linuxgurugamer, can you make it so that you can turn off the control surfaces by action group.
  20. Roverdude also has another mod Freight Transportation Technologies
  21. i'm still not convinced that @goldenpsp isn't your ALT @RoverDude
  22. actually both Bug & intended behavior. due to an error/complexity in KIS about seats in inflatable modules.
  23. you should ask if you can add it as an optional patch to also a pic of Map view to show orbital track. also is Kopernicus bundled? if so what version?
  24. you still have to "ship" the same Mass, it just differs how you get that mass there. Ship it in (container of MaterialKits) or create it on site, (Drills, Smelter, Refinery, Assembly Plant, WorkShop). ( use MKS so my resource chain is LONG). but thank you for at least having a look.
  25. you do still have to "ship" the same amount of mass. and you skipped the first bit, First, you need a simple mining operation already running near the spot where you want to build something. So you need: a Drill, an ISRU, some storage tanks for Ore, Material Kits and any other stuff that you want/need to supply the newly built ship with; a Workshop and, last but not least, kerbal engineers that will build things.
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