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About voicey99

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  1. [1.3] - Modular Kolonization System (MKS)

    Normally, drills use a production multiplier of 0.05 + [stars of highest level engineer/miner on board + 1] * 0.2, e.g. a 3-star kerbal would give a multiplier of 0.85. The automated drills and MPUs do not use this multiplier and lock it at 1, making them slightly slower than if they had a 4-star kerbal on board. You need a PDU (big range) *or* a microwave transmitter (2km range) *or* a cable box (500m range) at either end of the transfer, one as the transmitter and one as the receiver (and it will use the shorter of the two ranges). it will then transmit power between them automatically, and since it can only do it in chunks more storage on both ends will mean it can transfer it faster Pulling out of PL is simple, all you need is a pilot or quartermaster on the vessel, a logistics module and a container with planetary logistics enabled (plus resources to actually pull). I don't know about the drills, but parts being shot out is a stock bug, and you can install WorldStabiliser to fix it.
  2. [1.3] - Modular Kolonization System (MKS)

    I submitted Kaa253's fixes for EPL 1.4 two weeks ago, currently waiting on RD to merge them.
  3. [1.3] - Modular Kolonization System (MKS)

    This is for USI-LS rather than MKS, but for the first one you can get around it by sending up a station with over 50yrs of habtime per kerbal and sending them to it to make home time infinite (hab time will become temporarily infinite as well), and then sending them all over.
  4. [1.3] - Modular Kolonization System (MKS)

    Go to the main KSC screen, and check you actually have habitation enabled with the USI-LS applet.
  5. [1.3] - Modular Kolonization System (MKS)

    The EL parts are depreciated. They have deliberately been set to be unavailable in the VAB, but kept around to not break existing ships.
  6. [1.3] - Modular Kolonization System (MKS)

    What are you trying to do here? You can pay inflation costs incrementally, and iirc it was changed a few versions back so they can pull from non-MKS containers. I don't think the consumer module is relevant.
  7. [1.3] - Modular Kolonization System (MKS)

    The bonuses go up to 500%, but the multiplier applied is the the product of two of multipliers. For processing parts it is geology2, for growing-related parts it's geology * botany and for habitation modules it is kolonisation2. Install the MKS Explainer mod to see a breakdown of where your load % is coming from.
  8. [1.3] - Modular Kolonization System (MKS)

    The assembly tag is called Launchpad, but the NEEDS tag will target both loaded DLLs and the names of GameData folders. So, for example, if you wanted to target TweakScale you could use either NEEDS[TweakScale] or NEEDS[Scale]. it just happens that for EPL the DLL and folder had the same names, but now you can target either NEEDS[ExtraplanetaryLaunchpads] or NEEDS[Launchpad] for either the folder or DLL respectively. Either one will target the mod just the same as the other.
  9. [1.3] - Modular Kolonization System (MKS)

    The GameData folder is still called ExtraplanetaryLaunchpads, so it still targets the correct folder. The DLL is just an alternative target. I'll PR in the fix for FTT.
  10. [1.3] - Modular Kolonization System (MKS)

    It's the asteroid harvester from USI ART. It's a high-volume asteroid harvester. In answer to your earlier question, MKS drills cannot drill asteroids. The stock drills and Jaw can though, and any asteroid drill will output whatever mix of resources the asteroid has regardless of what drill it is.
  11. [1.2.X] [Kopernicus] Planet Cyran

    As far as I can tell, it isn't going to work with any version of Kopernicus past 1.3.1-3 (including the 1.4 versions) until TWG fixes the terrain gen system, whenever that may be.
  12. [1.3] - Modular Kolonization System (MKS)

    If you've fixed them, are you going to submit them as a PR or would you like me to do it?
  13. [1.3] - Modular Kolonization System (MKS)

    That is correct. What number of crew also affects though is the speed at which the colony ratings increase, with rate increase being dependent on how many kerbals of the relevant specialisations are kept on the body.
  14. [1.3] - Modular Kolonization System (MKS)

    It is needed for loadout switching, so it is very much required. It would be easy to add a :NEEDS[!KolonyTools]
  15. How to get old versions of Mods

    (KAC is still up on Curse, just here instead of the linked page) Here's how Curse does it. Arriving at the mod page, you will see the below tabs under the mod title. Click the "Files" tab: That will take you to the page containing all past versions of the mod for download. Scroll down for the one you want: