

Zmeya
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Posts posted by Zmeya
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On 5/11/2023 at 7:34 AM, Cyrus Playz said:
No I meant did you have the older version of the mod before download the newest one?
Yes, but I was also able to download it and the freshly downloaded old version was also usable.
Sorry, the way you worded it made me think you meant something else. -
On 5/14/2023 at 1:12 AM, BravoAlpha101st said:
How does everyone seem to get their base all connected with multiple launches? When I do it, my modules are all over the place, not connected. How do people do this??
For my connected bases there are a few way's I've done it: Adding modules using sky cranes , adding modules using ground based cranes(rovers with KAS winches to lift and move parts), and orbital assembly(connecting modules in orbit then landing them, only works with carefully designed bases)
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4 hours ago, Cyrus Playz said:
maybe don't do that?
Of course Im going to download older versions of a mod if the newer versions refuse to download properly.
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On 5/2/2023 at 7:22 AM, Cyrus Playz said:
perhaps its a you problem?
I doubt it, other planet packs downloaded just fine.
Minor addition: Including older versions of this one, as I've already said.
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On 5/2/2023 at 3:43 PM, Probus said:
Has anyone happened to see when KSP2 is going to get a career/science mode?
I didnt see anything meaningful about it other than being relatively far down the line.
Doesnt matter either way to me though because I'll never buy it, mainly because my computer couldnt even run it well, if at all. -
7 hours ago, TheOrios said:
that's actually a really good idea! thank you!
Had the idea while thinking about a different planet pack I haven't been able to download
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Might I suggest a pair of simple maps of object names if it isnt too much work, one showing currently implemented objects and another showing current and planned objects to give people interested in the planet pack an idea of what's currently in place?
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On 4/28/2023 at 5:52 AM, Cyrus Playz said:
Yeah the latest version is kinda broken, I'll fix it soonTM
Would you be surprised that this is the second planet pack I had this exact problem with? The other was Avalon Planet Pack.
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I've tried downloading the latest version of the mod twice and both times all I got were broken files, but downloading 0.75 worked just fine.
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I tried downloading this 3 times, twice from SpaceDock, once from GitHub, all 3 times the Zip file has been invalid and the content unusable for me.
Addition: tried again from SpaceDock, same result.
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3 hours ago, JamesonKerbal said:
Yes, it's a bug introduced in KSP 1.11 and still present in 1.12 where KSP is calculating the value of a recovered craft based on its "PREFAB" price, which does terrible things for parts that have been modified using TweakScale, or parts that now have more resources in them than the PREFAB data says they should.
The "fix" was a terrible hack packaged into KSP-Recall introducing a new resource called "refunding" which has negative value. The catch is that MKS is a resource based mod that handles resource logistics beyond just transferring stuff between docked tanks, so MKS in combination with KSP-Recall will just cause you endless problems.
If you want to fund your space program by mining resources and then recovering the filled mining trucks, you need to stick with KSP 1.10 (or earlier).
I addressed the issue by avoiding launching or recovering vehicles involved in resource gathering, and raising funds by carefully selecting missions.
Odd, I've been able to get funds from recovering resources from MKS/USI in 1.11 and 1.12, the mod I've had problems with is WBI, specifically it's containers.
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On 10/15/2022 at 7:47 AM, ssd21345 said:
Perhaps having the visible resources be configurable in the space center view through a tool bar button would be helpful? That way you can set things to not show up if you aren't using mods that use them, and set other things to show up if you want them for something you're throwing together yourself or a mod you're using needs them but the resource wouldn't show up otherwise because configurable containers hasn't been updated to support it.
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On 2/3/2023 at 1:50 AM, Neros7 said:
Airbrakes don't work for me anymore, I have too many mods installed to blame it on FAR, but maybe somebody can help me? Just tell me what you need to know
I'd first suggest making sure the airbrakes aren't working for certain since it's possible they are working and just ineffective due to what they are being used to slow down, aside from that I dont know what could be causing your problem.
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On 1/13/2023 at 1:24 PM, Rutabaga22 said:
Is way to make the normal stock engines use cryo?
You can edit the part config files
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On 11/21/2022 at 5:20 AM, Lisias said:
I have some FAR patches on the Experimental release (unfortunately, a crap as I had mande a pretty lame merge mistake on some configs). Once I finally manage to shove this thing trough the door (Hopefully Soon™), do you want to beta test it?
I'd be happy to whenever a test version is ready.
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On 11/19/2022 at 11:18 AM, ToxicFrog said:
I'm getting back into this, and I have some questions --
- How do I run scatter experiments? I can walk right up to a sapling on Lua and I know there's meant to be experiments associated with them, but I can't figure out how to run them.
- Do rare scatters like the Lua Terraformers show up in SCANSAT anomaly maps, or do you just need to wander around until you find one?
1: Have kerbal close enough to scatter, right click kerbal
2: explore until you find the rare scatters, I found one of Lua's rare scatters while an unmanned plane was entering it's atmosphere -
On 11/14/2022 at 2:07 PM, Rakete said:
How are things going? Looking forward to a stable release.
As am I, many of the wing parts look good but dont work properly with FAR
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2 hours ago, septemberWaves said:
The reason I'm unsure is because n-body systems are very delicate and I'm not certain that the Principia-patched version of Beyond Home will still be stable after being rescaled.
Which is part of why I suggested you try it with a test save, the other reason is that it's faster to test yourself than to wait for someone that knows for a fact how it will work
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36 minutes ago, septemberWaves said:
Does this work with both Principia and Recale?
I would assume so as long as you install the Principia patch, try it in a test save so you know for sure.
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I was going to use Kerbalism primarily for the addition of radiation and change to how science works, but with the partial and complete incompatibilities it doesnt really seem worth it.
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8 hours ago, RoverDude said:
There's already an option to turn off the machinery component. For anything else, Module Manager is your friend.
Anything beyond making a clone of a relatively simple part using or producing a different resource(eg. an LH2 fueled clone of a stock jet engine) is beyond my abilities.
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Could we get an option for configuring what resources are needed for making parts/ships(a difficulty option kinda like what USI-LS has)? While I can't speak for anyone else, to me at least when you have material kits and specialized parts, needing 5 other resources that seem like they would be included at part of the first 2 just ends up feeling like unnecessary added complexity.
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13 hours ago, Lisias said:
In a way or another, using PDLauncher is highly not advisable with or without Mods.
I noticed before the PD launcher was added I couldnt launch KSP normally through steam, so by adding "KSP_x64.exe" as a non-steam game to my steam library I was able to get around that problem, it also works for getting around the PD launcher.
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For scaled up to 3.7x(with Sigma Dimensions) what is the correct day length multiplier? IIRC Lua is supposed to remain in the same place in the sky but I haven't figured out the right day length multiplier for that yet.
[1.12.x] - Modular Kolonization System (MKS)
in KSP1 Mod Releases
Posted
You're going to need docking ports or other connection parts for that