Vive_moi

Members
  • Content count

    74
  • Joined

  • Last visited

Community Reputation

21 Excellent

1 Follower

About Vive_moi

  • Rank
    Rocketry Enthusiast

Profile Information

  • Location France

Recent Profile Visitors

1180 profile views
  1. @DStaal I tired this at the end of the Construction_port.cfg (just after the NEEDS:[ConnectedLivingSpace]) @PART[KKAOSS_MKSAddon_Construction_Port]:NEEDS[CommunityTechTree] { @TechRequired = advMetalworks } @PART[KKAOSS_MKSAddon_Construction_Port_Habitat]:NEEDS[CommunityTechTree] { @TechRequired = advUnmanned } Now the construction ports are placed with the KPBS ones. If that helps. :-) Vive_moi
  2. @DStaal There is something strange in my install. In the KPBS cfg, the K&K docking port is under UnmannedTech as it must be. But, in the game it is under advUnmannedTech. However, the K&k Construction Docking port is correctly placed in the UnmannedTech node. I don't why. Perhaps a mod is modifying the original one but not the inherited one. Thanks for your answer. Vive_moi
  3. Oh, I had a look to my save. The standard docking port is not visible because not researched yet. But, the construction docking port has been available as soon as installed the pack. That's why I guessed the docking ports were from the pack, just not unlocked by the same tech node. See you, Vive_moi
  4. Hello This one is working great with 1.3 and last releases of KPBS and MKS. I'm currently building an münar hybrid base with KPBS and MKS. But, caution all KPBS modules deployments are now charged as MKS do. Also, one great thing is the docking ports in the KPBS form factor (both standard and construction one) giving my modular base a great looking (sent a vessel with an engineer to change the docking ports). See you, Vive_moi
  5. Ready to test it when available. :-)
  6. Hi, Just seen your mod. I'm using KPBS and MKS and was looking just for better integration of KPBS. I love the docking ports. I would suggest the normal one should be included in KPBS. The Stage 2 beta 2 seems running fine on my normal install (1.3.0 with about 75 mods) in an empty sandbox. I will try in my normal save. Thanks for this work. Vive_moi EDIT: Did not find out how to install it. So I installed the beta first then copy/replace with the beta 2.
  7. Hello, This ? https://github.com/UmbraSpaceIndustries/USI-LS/wiki or https://github.com/UmbraSpaceIndustries/USI-LS/wiki/Recycler-Mathhttps://github.com/UmbraSpaceIndustries/USI-LS/wiki/Recycler-Math Or this one with MKS ? https://github.com/UmbraSpaceIndustries/MKS/wiki/Core-Conversions or https://github.com/UmbraSpaceIndustries/MKS/wiki/Life-Support Also explore the two wiki. See you, Vive_moi
  8. This is the dev topic of SCANsat. The official release of this mod is already on CKAN. Just look for SCANsat (but the current version does not support 1.3.0 yet.)
  9. Again, thanks for the video, @allista. After looking at it, I have something almost functional. Just some strange things (and different of your video) with engines activation/deactivation/thrust. I think after some tweak, it will work.
  10. Wow @allista Thank you very much for the video. I will have a close look to it. Vive_moi
  11. Hum, I think I see what you mean, @allista. I think I have to practice again the transition with these new information. Also, I did not notice TCA can be toggled with action group. That's nice. Thanks for advice @allista and @ss8913
  12. Hello, I have a H/VTOL configuration problem with TCA. No problem with VTOL but I cannot HTOL with TCA or use TCA in normal fly with V-engines off. My question is: how to configure TCA correctly to VTOL then fly horizontal normally with V-engines off and at last re-VTOL on arrival ? There are some images about my craft : http://imgur.com/a/F4dv3 (1: plane config; 2: vertical take off with only v-engines; 3: horizontal flight but v-engines running; 4: v-engines manually switched off => control lost) Thanks for any help. Vive_moi
  13. Hello, Seems functionnal on my save (60-70 mods). (AG config save by vessel, no UI glitch...) Thanks for the recompile. Vive_moi
  14. Interesting mod. I second this ^. If I understand correctly, the kerbals gain their stripes when validating the x th flight and y th flight hour when returning home. Wouldn't be an idea/way to gain the stripes also in a lab (just as stars/level up)? See you, Vive_moi
  15. Stockalike station parts 1.2.2 works fine for me in 1.3 even if not released yet. Also KJR 1.3 unofficial works great for me. Thanks for the recompile. See you, Vive_moi