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Everything posted by pheenix99

  1. Something along these lines, but for Material Kits/Specialized Parts (or at least includes them). https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-(Tundra-Series)#mks-tundra-mobile-workshop Think I found what I needed.
  2. Sweet. Now I just need to find an up to date resource chart and I can start planning.
  3. I'm good with only requiring kerbals to construct base modules. No worries about slow production of MK/SP. I only have a rudimentary understanding of planetary logistics....don't quite get pushing/pulling.
  4. If memory serves me right, some modules require a kerbal on board (either the module or the station, I don't recall) in order to function. Is there a mod or config file tweak that I can use to remove that requirement? Basically I'd like to be able to land a drone on a planet, mine resources and produce Material Kits/Specialized Parts BEFORE the Kerbals arrive on the planet to begin base construction.
  5. If I remember correctly, some fabrication modules (USI for example) require personnel on board to function. What I'd like to do is land a drone ship on a planet and fabricate the required Material Kits/Specialized parts so they're available and ready when the Kerbals arrive on the site. Is there any sort of mod that would allow me to do this or do I need to go into the config files for the parts and remove personnel requirements?
  6. This is true. Seems this mod is a smidge out of sync with the changes. It's been a long morning, didn't notice the age of what I was quoting.
  7. Lading: Placing a craft on a planetary body in such a way where it can be used again. At least that's how I define "land successfully"
  8. I'm ok with this. Has anyone managed to land their craft on a place like the Mun, Minmus, Duna, etc?
  9. Sweet....thanks. Now I can freeze troublesome kerbals and jettison them on eve
  10. @dboi88 I noticed on GitHub, you made an entry on 30 April regarding Deep Freeze support. Has there been any forward motion on that? I'd think a small part (same size as the reactor) with room for maybe a half dozen kerbals and some glykerol (I think that's the fluid used) would be a great addition to the mod.
  11. Is seemingly random kerbnet outages a feature of this mod? I don't know if I need to start troubleshooting or not.
  12. Thanks....I'll check when I get home.
  13. For the pods with build in docking ports, what docking ports are compatible with it? Just want to know what to install on my station.
  14. I whipped up a configuration where instead of cargo containers, it was alternating karborundum and karbonite storage....holy balls karborundum is expensive. Maybe I'll have a constellation of collectors and a logistics module on the Coyote.....
  15. Good Lord warp drive would be epic on this mod. But I'd settle for thrusters & landing gear
  16. TCA + some electric fans = tons of fun
  17. Can't wait for the 1.3 release
  18. I just remembered that my main request can easily be tweaked in Notepad (science/data capacity in the lab). I just looked at the cfg file (yay DropBox) and realized that there was an extra zero that I was too tired to notice last night. Hmmmm....if I remember correctly, there's an atmospheric Karborundum collector, maybe I'll slap a few of those on the hull
  19. Oh and please don't take away my ability to launch from Kerbin
  20. Thanks. Perhaps searching by resource use only picks up on default resources (ie: If that tank stores monoprop by default, it would only show up if I searched by that resource). Also, what is your preferred method for suggestions regarding features for future releases? Here, via PM, etc?
  21. Awesome mod! I decided to start a sandbox game to get a feel for the craft as I haven't quite unlocked all of the parts in career mode yet and I'm utterly amazed that I can launch the damn thing from Kerbin. What I haven't quite figured out yet is how to refuel the ship. I can obviously have a few cargo containers configured for Karbonite, but when it comes to Karborundum, the ship hull seems to be the only item that stores it. I looked at configuring the USI containers (which is how I got to Karbonite), but there was no Karborundum option. Hopefully it's simply a matter of missing a particular mod (I have Karbonite and Karbonite+). When I get home, I'll check things out in my sandbox game just to rule out whether or not the problem is caused by not having unlocked the right module. /edit: I'm using Interstellar Fuel Switch and Configurable Containers if it matters.
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