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Everything posted by Tabris
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[1.12.x] - Modular Kolonization System (MKS)
Tabris replied to RoverDude's topic in KSP1 Mod Releases
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. -
[1.12.x] - Modular Kolonization System (MKS)
Tabris replied to RoverDude's topic in KSP1 Mod Releases
So, it'll be as efficient as a "Roverdude Launch"tm -
[1.12.x] - Modular Kolonization System (MKS)
Tabris replied to RoverDude's topic in KSP1 Mod Releases
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) -
but don't you need a Doctorate in Kit Construction to make Ikea furniture
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- ship construction
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[1.12.x] - Modular Kolonization System (MKS)
Tabris replied to RoverDude's topic in KSP1 Mod Releases
does the MPU only do logistics for it's output or for all resources on the craft? -
[1.12.x] - Modular Kolonization System (MKS)
Tabris replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude are there any plans to extend the Classes able to contribute to Ground Construction? ie. Technicians & Mechanics -
(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
Tabris replied to Whirligig Girl's topic in KSP1 Mod Development
i have a slight bug. whenever i land in one of the craters on the Minmus flats. the surface texture disappears. screenshots- 287 replies
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- revss
- revamped stock kerbol system
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Perry The Platypus
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@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"
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[1.12.x] - Modular Kolonization System (MKS)
Tabris replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude does the new Resource Lode need to be attached to the sifter to be harvested or will the logistic functions work? -
are they using a Skipper or a Mainsail?
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[STOCK] Kerbal Dynamics: Dragon 9 Hard Deck Landing
Tabris replied to ihtoit's topic in KSP1 Challenges & Mission ideas
here is my submission. some mods were used. most notably Ven's Stock Revamp and Modular Rocket Systems -Lite. it's also on KerbalX -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tabris replied to Ven's topic in KSP1 Mod Development
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. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tabris replied to Ven's topic in KSP1 Mod Development
is there a changelog for the most recent update? -
[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
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i just got a rescue contract for Titrude Kerman.
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here are the logs & ckan mod list https://www.dropbox.com/sh/ax11qf2y8gqbduh/AAAayy3tMEeFptrQbm1-ITJaa?dl=0
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in this update "Part Mods" will need an update. i'm getting this spammed in my logs
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what mod are those rover parts from?
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i'm getting a weird problem when using the weights. in the VAB it reports the mass correctly but on going to the launch pad the NRAP weight resets to 10t. Logs & Screenshots
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Tabris replied to Angelo Kerman's topic in KSP1 Mod Development
nice. (10 char) -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tabris replied to cybutek's topic in KSP1 Mod Releases
question: is it possible to get an atmospheric density readout? -
rescue contract- non crew part
Tabris posted a topic in KSP1 Technical Support (PC, modded installs)
i just had a rescue contract spawn a kerbal stuck in an Mech-Jeb case.