lordcirth

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About lordcirth

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  1. Swapping the stock solar panel module for a Kopernicus one could do that, yeah.
  2. That's a pretty broad question - generally just that they don't both try to change the same thing in different ways.
  3. The part config actually specifies what tech node it's in, not the other way around. So as long as the node exists, a new part can place itself in that node. And UKS moves parts between nodes, it doesn't change the internal names of the nodes.
  4. It's also licensed under the LGPL, so it would be legal even without explicit permission.
  5. Try running "ckan gui", does it throw an error message?
  6. I do use fuel cells occasionally after unlocking photovoltaics, because I play with Kerbalism, and the Materials Bay takes a ton of power for an hour, which is very difficult to provide any other way in a small craft. But by the time I get the mat bay, I've unlocked both fuel cells and PV in either system, so it doesn't really matter.
  7. Launching craft that both have the delta-v to go long distances, and re-entry capable, then throwing them away again, is inefficient. You can have nuclear-engine craft that do deep-space missions, and refuel them at stations. Either refueling from ISRU or Kerbin. For example, a mining base on Ike + a Duna/Ike station that you use to refuel Duna craft for landing and returns.
  8. So long as the node the part is in still exists *somewhere* in the new tree, the part will be put there. The node information is in the part definition, rather than the other way around.
  9. The LT-9 Nano Landing Leg is exactly the same mass as the stock LT-05 Micro - 15kg. Is this intended?
  10. I love these sorts of seamless expander modules!
  11. Kerbalism works fine in sandbox, yes. You will have all the passive part upgrades, so you may see some differences even with parts from early in the tree.
  12. That texture quality is ... staggering. Amazing work!