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About snakeru

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  1. I'm probably missing something obvious, but I can't figure out how malfunctions work in Kerbalism. I have an unmanned probe that have a malfunctioned engine (in fact I have two of nearly same design and the other one have a critical failure of that engine). The documentation says that if there is a malfunction then there is a chance that it could be remotely fixed. If there is any UI to that or should I just wait? I tried looking in the mission control but there are just regular missions. I also tried fast-forwarding time but the probe just stays with orange "malfunction" icon - it go
  2. Is it intentional that I see the modifiers the "Contract Standards I" applies? I thought that I'll have to apply my own experience to decide which contract is good and which is not, but I seem to also get a free advice...
  3. I am actually playing it with 1.8.1 I experience a bug though, but I do not know to which mod it belongs. I play GPP 6.4x and it seems that terrain colliders are off for Iota (they seem to be fine on Gael). If I try to land then the craft explodes near the surface - sometimes that's a few (20 or so) meters above the ground, sometimes it's below, but it never quite match the rendered terrain. When this happens then some part on the craft explodes and the rest keep drifting like a cloud and keep exploding until nothing is left. Should I try narrowing this down to figure out w
  4. Is anyone running this with 1.8.1? Worth trying?
  5. Thank you for all the answers! Next question : Does the Agroponics recipe work in this screenshot? It seems to - the fertilizer shows "0.00" expense - which is a good sign (there is a small but positive drain). However, the supplies are hard to check as there are too many kerbals onboard (6) and besides - there is this zero productivity indicator which makes me suspicious of something being amiss. OTOH - the "Vessel productivity" is clearly above zero. So if the recipe works - how much supplies it will output per day? I think the second person onboard this module is a scientist l
  6. Thank you for the keyword! Googling for it yields a recent explanation of some game mechanics. Very useful! On some other, unrelated note: it seems that MKS has some incompatibility with 1.7.1: repainting a storage fails to delete old resources from the UI so the list keep growing until the window is screen-tall and gets a scrollbar. This is purely a UI issue, the storage still has only a couple of the resources when used in the field.
  7. Just BG. I have just finished towing stuff around and quit to main menu specifically to answer your question. The version is 1.7.1.
  8. I confirm that it is "Breaking Ground" that breaks winches. If I delete the BG then winches start working as intended.
  9. Another problem that I have is that my base's life support keeps running out of the EC even though a "Scout-200 Power Pack" is present and is on. ECs deplete within a few days if I am elsewhere (say, Kerbin). If I come back (load the base into the physics range) the ECs seem to be refilled instantaneously. I guess what happens is that KSP doesn't really spend any ECs while I'm away so that they are not refilled but rather preserved. Yet the USI-LS seems to be unhappy about that. Is the W.O.L.F. the only solution to that or do I miss something?
  10. I am trying to start a recycler + logistics. Due to several reasons I didn't want to attach it to the actual base but instead set it up through logistics. My set up is faulty in that there is not enough power generation on the recycler craft, but that shouldn't be a problem - should it? The EC is enough for about an hour before it will be depleted. However, it doesn't seem to work. I have seen logistics in operation before and it usually takes only a couple of seconds to deliver a resource. However with my current set up time passes but no Mulch is delivered to recycler. Am I doing somethin
  11. Being a novice in MKS I can probably answer these: 1. I do want complex bases. Simple bases are already possible with stock KSP (just stuff up your rocket with everything you need and then try to get it up. If it doesn't work - dock in orbit. 2. My main source of information was KSPedia. I read it all through before doing anything. MKS has a really nice one. 3. MKS already has some example crafts in the KSPedia. These are more complex than what you propose. Be aware though that by providing examples you also provide spoilers. Some people don't like these ;-)
  12. I am trying out a FlexOTube before shipping it to the destination, but I don't seem to be able to connect these. Am I doing something wrong? The second port is also the facing the right way (the "this part to ship" string is hidden). The kerbal is a little bit off on this screenshot, but nothing changes if she gets closer.
  13. Just take a look at the existing configs for the inspiration. For a single pod you need two .cfg files. For example, Mk1-3 pod is instrumented with MAS_Mk1-3Internal.cfg+MAS_mk1-3.cfg, Mk1 with MAS_mk1Podv2.cfg+MAS_mk1podv2_Internal.cfg etc. These are in the "FlightSystems" subfolder.
  14. I have found a small typo bug, but do not know which Git project is that. I have looked in the MKS and USI and both seem to not have this particular string in their source code. Someone more familiar with the project - please file it for me?
  15. I think I am done researching that issue I found. I am pretty convinced now that this is a bug. I have looked into the source code and it seems that all parts are supposed to start with the 100% MTBF. So that's the source of the problem. Also note that the Mk1 pod on the screenshot below also has a decreased MTBF, even though not that dramatically decreased as the LES. I was also able to reproduce this with BARIS-only setup without any other mods.
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