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Everything posted by Tabris

  1. [1.3] - Modular Kolonization System (MKS)

    there used to be one until ISRU was rolled into stock, RoverDude's reasoning for removing it was "not re-inventing the wheel" You need MaterialKits, SpecializedParts & Electric Charge. also a kerbal on EVA needs to change it. MKS Wiki good source for information.
  2. [1.3] Freight Transport Technologies [v0.6.0]

    that's only 4 man. there is a mod that makes it 6 but doesn't add the additional IVA
  3. @JadeOfMaar, i have already logged a github issue #252 regarding that
  4. for exospheric K+ to be detected does the probe need to be in a polar orbit or will a fly-by work?
  5. [1.3] - Modular Kolonization System (MKS)

    do you have any planet packs? usually a kopernicus update does this.
  6. [1.3] - Modular Kolonization System (MKS)

    Close CKAN, Open CKAN, Refresh CKAN.
  7. [1.3] - Modular Kolonization System (MKS)

    i was having the same problem. i fixed it by installing Module Manager first. then all other mods
  8. [1.3] - Modular Kolonization System (MKS)

    most likely to do with the Repo Migration that Roverdude is doing. the CKAN files haven't been updated to the new location of the dependencies yet.
  9. [1.3] - Modular Kolonization System (MKS)

    So, it'll be as efficient as a "Roverdude Launch"tm
  10. [1.3] - Modular Kolonization System (MKS)

    i expect it will require a Logistic Module (Duna or Tundra) at each end and possibly a cost/mT in either fuel or Funds (or both)
  11. Long Time User, First Time Poster, one suggestion would be to make the Default setting to be Soft Landing.
  12. [1.3.1] Ground Construction

    but don't you need a Doctorate in Kit Construction to make Ikea furniture
  13. [1.3] - Modular Kolonization System (MKS)

    does the MPU only do logistics for it's output or for all resources on the craft?
  14. [1.3] - Modular Kolonization System (MKS)

    @RoverDude are there any plans to extend the Classes able to contribute to Ground Construction? ie. Technicians & Mechanics
  15. i have a slight bug. whenever i land in one of the craters on the Minmus flats. the surface texture disappears. screenshots
  16. [1.3.1] Ground Construction

    Perry The Platypus
  17. [1.3.1] Ground Construction

    @allista, would it be possible to add an "unmanned construction" mode. a way to balance it would be slower construction (i.e. 10% of fully manned speed) or crew must be present to "Finalize Construction"
  18. [1.3] - Modular Kolonization System (MKS)

    @RoverDude does the new Resource Lode need to be attached to the sifter to be harvested or will the logistic functions work?
  19. looks like the "MTV - Copernicus" was removed
  20. Now that's strutting your stuff

    are they using a Skipper or a Mainsail?
  21. here is my submission. some mods were used. most notably Ven's Stock Revamp and Modular Rocket Systems -Lite. it's also on KerbalX
  22. i had an issue is the solar panels (gigantors) that caused the loss of my Kerbin Orbital Lab. luckily i was evacing and shutting down the station when i happened.
  23. is there a changelog for the most recent update?
  24. decelerating breaking rockets?

    [quote name='SchweinAero']See title. Has someone made a tool to calculate burn start height based on vessel mass, thrust and aerodynamics? If the air drag equations are available as KSP models them, it wouldn't seem very hard.[/QUOTE] check in the kOS thread
  25. Funniest/Coolest Kerbal Names

    i just got a rescue contract for Titrude Kerman.