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Posts posted by Zmeya

  1. 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)

  2. 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.

  3. 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.

  4. On 10/15/2022 at 7:47 AM, ssd21345 said:

    I think it has lqd methane configuration but it is only enabled when you have certain mod.


    Seems keeping a modlist rather than making it universal is not a good idea. I have a person asking where is lqdoxygen when he is playing with opt.

    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.

  5. 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.

  6. 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 20221105091858_1.jpg

  7. 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

  8. 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.

  9. 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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