Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

19 Good

1 Follower

About Cucco-Master

  • Rank

Profile Information

  • Location
    On the Mun, in a forgotten tin can

Recent Profile Visitors

1,674 profile views
  1. If I use an unsupported planet pack with this and then add the templates myself during a running save (i.e. once I found the respective planet with Research Bodies), will it still have an effect or must I start a new game to make changes?
  2. One of them around each planet isn't any worse than one in your entire game, because only one of them will be loaded at a time. While they are unloaded they just count as one craft, regardless how big they are, so they won't do any more damage than small satellites. The real challenge is being near one of those. At 475 parts you probably can't add much more, because most of us would already have extreme lagfests around this thing. Definitely don't try to get 2 of them loaded at the same time
  3. Since the mod only adds new star systems and leaves the stock system intact, I would assume mods that add planets and moons to the stock system are compatible, unless they add bodies that are very far out (far enough that they might already clash with some of the added star systems). If a mod replaced the stock system itself it is likely compatible if it doesn't rename the Sun itself. Because TBG might use the Sun as a reference point and if there is no Sun in your modded star system there might be issues. Mods that add other stars will likely be incompatible (because the added systems will li
  4. If you have installed the dependencies correctly, then you should have options for different types of fuel mixes. There is a version that only has LH2, but there is also one that has LH2Ox. You gotta check out that multi-colored bar in the part actions window while in the VAB. If you really don't have an LH2Ox option there then try uninstalling and reinstalling everything related to Cryo Tanks. While CKAN usually does a good job it sometimes botches installs.
  5. Restock also breaks the stock fairings in 1.10.0. Apparently there is also an issue that can't be fixed by mods and would require a stock fix in 1.10.1.
  6. This sounds pretty good! I'm totally fine with full self-sufficiency not being possible everywhere as long as in many cases there's still a way. I like this "go to a place and make the most out of what you find there" scenario. I'd just find it a bit too punishing if every single MKS kolony required multiple (manual) supply lines from and to other planets . Not being able to produce all kinds of fuel everywhere is a good thing. It makes you adapt landers and shuttles around what you have and helps keeping things fresh. I'll give this mod a try!
  7. Is it even still possible to build a self-sufficient MKS kolony when using RR (i.e. will some substances just have more complex production chains and require more mining outposts on different locations of a body) or do there tend to be essential end products that are entirely unavailable on a given celestial body and have to be constantly shipped in from other planets?
  8. You used to require the MechJeb parts to use MechJeb, but this was changed (at least installing through CKAN gives you that patch by default) and so nowadays any command module has MechJeb functionality without any extra parts.
  9. Have you tried adjusting the ascent profile? By default the "turn shape" is set to 40%, which may already be too aggressive if your rocket has a low TWR, isn't very maneuverable and/or aerodynamic. If you rocket tips over, crashes or just doesn't make orbit despite sufficient deltaV, try turning the percentage up to 50% or even 60%. It will be a less efficient ascent, but it still lets MJ handle most of the oddly shaped rockets. If your save allows reverting flights, just experiment with this slider a bit to find your rocket's sweet spot. As far as your other issues go I have no idea, as
  10. Oh, so it isn't supposed to look that way? I just assumed the Kerbals would be using lawn mowers around their buildings
  11. You've gotta keep in mind that Kerbin's atmosphere and clouds rise up much higher compared to the planet's diameter than they do on Earth. So it makes sense that the clouds are keeping an orange glow for a good while after the sun has already set on the surface.
  12. How does this interact with CommNet? Does it give the full science even if the signal is weak or do you still need to have 100% signal strength as usual? (Please excuse the necroposting, but since this is a mod thread I though opening a new one just to ask this question wouldn't be the way to go )
  13. I'm having no issues running this in 1.9.1. I added 1.8 mods as compatible to CKAN so it'd show up and let me install.
  • Create New...