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KriLL3

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  1. Thanks, I'd never have thought to look there, I assumed that button was just going to change the difficulty between normal/hard/easy
  2. ... Where would that tab be? Can you go through it step by step? I've looked around the settings both in-game and on the main menu and I can't find something TAC related.
  3. Love this mod it really adds something extra to big rockets especially, I do have two requests though, the SpaceX style fallback towers are great, but the biggest clamp option is for a 2.5m rocket, which was sufficient earlier in my current career save, but I've since moved on to 3.75m and 5m reusable launchers and the clamps don't fit those, I tried making my own clamp from the modular girder segments but while it attaches to the tower, it doesn't follow the tower when it angles back. I'd like larger clamps and if possible that if you attach extra stuff to the fallback tower that it follows it when it moves back. Regarding the Elon stuff: I don't see how it's a good idea to land right back onto your launch pad, if the landing goes wrong you'll wipe out a lot of expensive machinery, makes more sense to just land on a big flat landing pad nearby and move the rocket over back to the launch pad imo. Crew Dragon in theory can land using its superdracos instead of chutes, the problem is that it's much harder to make NASA sign of a propulsive landing than chutes, so SpaceX opted for the easier option.
  4. Does Background Resource Processing mod fix the issue that makes TAC-LS says vessels are running out of EC even if they got a nuclear power plant onboard? It's a tad annoying having to go through all my manned vessels one by one every x days to refresh their EC
  5. I got a pretty far along career mode save going and after installing breaking ground I get missions to find surface stuff and or return it, but I haven't found anything, is there some trick to finding em beyond walking around the mun/minmus/kerbin (in the suggested biomes) or do they not get populated into existing savegames?
  6. Thanks, Huh yeah, found em, though kinda confusing there seems to be multiple ways to do it, gypsum, minerals and the 125 convert-o-tron can also make fertilizer from ore, but the 250 can't... Haven't scanned Duna yet and I got a window now, I guess I could send a ship there with a scanner on it or on a detachable satellite to figure out which of those resources are on duna and where and send along enough parts to swap the drills and converters to the right materials...
  7. Did you turn the hab on? You can turn it on in the item's right click menu, needs electric power to run, you can also see how long the habitation lasts in the green cube in the menu in the editor and in flight, takes like 30d~ to get to minmus and back a sunrise 1m hab gives 2 kerbals 82 days of habitation. Though that part is from station parts expansion redux, honestly not sure USI or stock supplies a 1m hab?
  8. This has probably been answered more than once in this 337 page thread, so sorry, but as far as I can tell from looking around the various parts and I can't find any way to make supplies without using fertilizer, and I can't find a part that makes fertilizer. Does this mean fertilizer is ultimately a consumable only resource which puts a hard limit on how long any colony can exist without re-supply from kerbin? I've yet to send manned missions outside of the Kerbin system (Kerbin, Mun & Minmus) but I just hit "long term habitation" with the Tundra and Duna parts and figured it was about time I sent a manned mission to Duna, but I'm kinda stumped on what parts I actually need to make a duna base survive long term, I'm fine with sending resupply missions occasionally but I'd prefer if I didn't have to establish a conga line of fertilizer shipments, seems tedious to manage and expensive long term. I'm not a huge fan of all the parts that need some resource to modify the setup of, either I need to send along a bunch of those parts or some way to make them? Seems... constraining. I guess the smarter move than making a manned base is sending a big interplanetary ship to duna orbit, dropping a small lander with 1 kerbal and 2/3 of all science collecting parts, collect all the science on the way down and from the surface, and then return to the ship in orbit and wait for a transfer window, means a lot less mass has to make it down and back up duna's gravity well.
  9. Sure, but I need a tank for those material kits larger than the volume of the thing I'm inflating, it's a bit excessive imo.
  10. Just me or are MaterialKits the bane of MKS setups? I mean all I'm doing is inflating something, why do I need tons and tons of construction materials? It's not as bad on surface bases where you can mine what you need but for space stations etc it's so annoying, deploying that huge ring costs 65k materialkits, needs a massive tank of it to expand, might as well just use that volume and weight to send up non-expanding habs instead.
  11. Yeah that worked, thanks. http://forum.kerbalspaceprogram.com/index.php?/topic/83696-113-stock-part-revamp-update-195/
  12. Tangentially related question: I'm using that list of mods I listed above (or later if AVC/CKAN) has a newer listed ofc) and about 1/4 times when I enter EVA the kerbal pops out, and then I'm left with 0 control, I can't control the kerbal, esc does nothing, can't save/load, switching vessels does nothing, can't collect EVA reports etc I'm essentially locked out of the game and only "fix" I've found so far is killing KSP and re-starting it (which with a mod list this long takes a long time). Anyone has the same issue and know what causes it, and know some possible fix? Much appreciated.
  13. Working on it, here is AVC's readout of mods: Toolbar - 1.7.13 USI Tools - 0.8.9 B9 Part Switch - 1.5.3 B9 Aerospace Procedural Parts - 0.40.10 Community Category Kit - 1.2.1 Community Resource Pack - 0.6.5 CommunityTechTree - 3.0.3 Contract Configurator - 1.22.2 Contract Pack: Unmanned Contracts - 0.3.27 CustomBarnKit - 1.1.10 Easy Vessel Switch - 1.2 EditorExtensionsRedux - 3.3.11.1 Extraplanetary Launchpads - 5.6 Firespitter - 7.5.1 GalileosPlanetPack - 1.0.2 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Inventory System - 1.4 KronalVesselViewer - 0.0.6 KSP-AVC Plugin - 1.1.6.2 ModularFlightIntegrator - 1.2.3 NavBallDockingAlignmentIndicatorCE - 1.0.1.1 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 Outer Planets Mod - 2.0 Radio Free Kerbin - 1.2 RealChute - 1.4.1.2 ReentryParticleEffect - 1.2.0.1 RetractableLiftingSurface - 0.1.1 RoverScience - 2.2 SCANsat - 1.1.6.11 Science Relay - 1.0.3.1 SETI-ProbeParts - 1.2.2 SXTContinued - 0.3.5 TimeControl - 2.5 ToadicusToolsContinued - 0.22 Kerbal Alarm Clock - 3.8.3 Alternate Resource Panel - 2.9.1 Transfer Window Planner - 1.6 TweakableEverything - 0.1.18 TweakScale - 2.3.3 USI Core - 0.3.6 Asteroid Recycling Tech - 0.9.6 USI Exploration Pack - 0.7.1 Freight Transport Tech - 0.6.5 Karbonite - 0.8.5 Konstruction - 0.1.9 USI-LS - 0.5.16 Malemute Rover - 0.2.5 MKS - 0.50.11 Unmanned before Manned - 1.2.2 EVAParachutesAndEjectionSeats - 0.1.12 VaporVent - 1.1.2 VesselViewerContinued - 0.8.3 [x] Science! - 5.4 Here is ckan output: { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2017.01.12.02.33.06", "identifier": "installed-default", "spec_version": "v1.6", "recommends": [ { "name": "ModuleManager" }, { "name": "MiniAVC" }, { "name": "PartAngleDisplay" }, { "name": "CommunityResourcePack" }, { "name": "CommunityCategoryKit" }, { "name": "TextureReplacer" }, { "name": "AsteroidDay" }, { "name": "USI-ART" }, { "name": "FirespitterCore" }, { "name": "Karbonite" }, { "name": "USITools" }, { "name": "MalemuteRover" }, { "name": "UKS" }, { "name": "Konstruction" }, { "name": "USI-LS" }, { "name": "B9-PWings-Fork" }, { "name": "B9PartSwitch" }, { "name": "USI-EXP" }, { "name": "USI-FTT" }, { "name": "USI-Core" }, { "name": "CommunityTechTree" }, { "name": "VesselView-UI-RasterPropMonitor" }, { "name": "SCANsat" }, { "name": "RasterPropMonitor-Core" }, { "name": "VesselView" }, { "name": "EditorExtensionsRedux" }, { "name": "ExtraPlanetaryLaunchpads" }, { "name": "KAS" }, { "name": "Toolbar" }, { "name": "KIS" }, { "name": "ContractConfigurator-UnmannedContracts" }, { "name": "UnmannedBeforeManned" }, { "name": "CoherentContracts" }, { "name": "KSP-AVC" }, { "name": "SETI-ProbeParts" }, { "name": "ContractConfigurator" }, { "name": "SpacetuxSA" }, { "name": "EasyVesselSwitch" }, { "name": "FogOfTech" }, { "name": "JettisonFuel" }, { "name": "Kopernicus" }, { "name": "KittopiaTech" }, { "name": "ModularFlightIntegrator" }, { "name": "KVVContinued" }, { "name": "MinAmbience" }, { "name": "RadioFreeKerbin" }, { "name": "ReentryParticleEffect" }, { "name": "RetractableLiftingSurface" }, { "name": "ScienceRelay" }, { "name": "xScience" }, { "name": "TimeControl" }, { "name": "ToadicusToolsContinued" }, { "name": "AlternateResourcePanel" }, { "name": "KerbalAlarmClock" }, { "name": "TransferWindowPlanner" }, { "name": "TriggerAu-Flags" }, { "name": "TweakableEverythingCont" }, { "name": "TweakScale" }, { "name": "SXTContinued" }, { "name": "FirespitterResourcesConfig" }, { "name": "VaporVent" }, { "name": "EVAParachutes" }, { "name": "KerbalKrashSystem" }, { "name": "DraggableNavball" }, { "name": "NavballDockAlignIndCE" }, { "name": "AGExt" }, { "name": "LandingHeight" }, { "name": "ModActions" }, { "name": "RealChute" } ] } Some mods are part of the Galileo pack, (some are in the "optional mods" folder, some are part of outer planets mod etc, some are bundled with one or more mods (texture replacer, modulemanager etc) Main problem is the Diazo and UmbraSpaceIndustries folders, Diazo is a modder and all his mods go in that folder (look him up on spacedock) not sure which mods of his SM uses, Similar problem with USI, Roverdude has released a lot of mods under the USI umbrella, unsure which SM uses, probably safest to go with all of them. Personally to that list I add trajectories (shows where you'll end up when landing in atmo) mechjeb (I prefer it over kerbal engineer) and rasterpropmonitor (gives you working MFDs in cockpits)
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