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Everything posted by sh1pman
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[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Skycrane with karborundum torch drives. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yep, I did use Ranger habs. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Well, trial and error approach doesn't really work for remote bases. Imagine deploying a base on Vall and finding out that it has 10x less hab time than what VAB calculator told you. That's what happened in my game. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I didn't know there was this "habitation efficiency". Well, this complicates things. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
So how does this "crew affected" parameter work? -
[1.10.x] Mark IV Spaceplane System (August 3)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
I have a VERY strange drag problem. I built two almost identical spaceplanes. The first one has two long cargo bays, while the second has four small bays. So you'd think that they fly similarly? Well, no. Not at all. The first one can easily get to LKO with 1000+ dv left, and the second one... can't even break the sound barrier. Something creates a HUGE drag for the second plane. I don't know how to measure the exact numbers, so I took these screenshots with aerodynamic overlay enabled: At transonic speeds this phantom drag becomes so ridiculous that even eight of those 2.5m rapier engines can't break the barrier. I can provide the craft files if needed. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Sounds like a good idea. In my save I just added the Warehouse module to the container in question with a MM patch. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Got it. I use OSE Workshop's container, it doesn't have the Warehouse module. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
They're on the same vessel. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Can sombody please explain this to me? I can't deploy the Tundra Hab module for some reason. It says that I need 8k MaterialKits to do it, even though I have enough of those on my station. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Agriculture converter produces organics. -
Vladimir Kermanov approves.
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[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It just adds some Kerbal months because of its crew capacity, while the 5x multiplier isn't applied. You can compare the hab time that's calculated in VAB to the actual hab time you get when you assemble the base, it's much lower than it should be. It's been reproduced, so it's definitely a real issue: https://github.com/BobPalmer/MKS/issues/1110 -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@voicey99 Thanks! -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@dboi88 Awesomeness! Also, I think that habitation parts with supplies/mulch storage need Module Resource Warehouse, so that nearby Ags could pull mulch from them. If only I knew how to make pull requests... -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I think the article doesn't mention one important point about scavenging. If some converter needs resource, that resource can only be taken from working warehouses, not just any part with this resource in storage. For example, an agroponics converter needs mulch. It can't pull mulch from nearby Ranger Hab modules, because they aren't warehouses. Even if both vessels have ISMs configured to store mulch, it won't be transferred from Hab to Ag module. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
By the way, the 5x multiplier is currently broken and doesnt affect anything. There is a github issue for that. So you probably don't want to use the "hab-common" option on it, until it's fixed. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
...I've just realized that CKAN exists. Yeah, that statement was a bit too rash... -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
If they could install the mod, they're definitely smart enough to read the guides Still, hiring costs need to be synchronized between the AC and KD somehow. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Oh, I forgot that you need a Pioneer module to find lodes. Well, then he should just farm some science from the Mun to unlock the colony bits. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Just do some contracts. Or you can mine and sell exotic resources, just like Roverdude did in one of his streams. 1. Mine a resource lode. 2. Send some containers and load the stuff into them with local logistics. 3. Send the freighter back to KSC. I usually make around 400k per trip. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Sure, people can learn to live everywhere. But why would it make any difference if a station is orbiting Kerbin, Duna, Jool, or even Kerbol? If you are used to living in stations, it doesn't really matter which body your station is orbiting. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Why didn't you put a separator between the airlock and the left karibou control module? -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yeah, I don't think that kolonization bonuses should apply to space stations. It doesn't matter if a station is around Kerbin or Eeloo. They are just stations, with zero-g environment and tight quarters. It certainly shouldn't matter which body you're orbiting. How would it make any difference? The planet is kinda far below. Kolonizing Kerbol makes even less sense. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Can Smelt-o-magic serve as an efficiency part for other Smelt-o-matics?