GiveMeABreak
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[1.12.x] - Modular Kolonization System (MKS)
GiveMeABreak replied to RoverDude's topic in KSP1 Mod Releases
You can get the base professions (pilot, engineer, scientist) from random recruiting. -
[1.12.x] - Modular Kolonization System (MKS)
GiveMeABreak replied to RoverDude's topic in KSP1 Mod Releases
Someone correct me if I'm wrong, but here's how I understand the current version to work - As long as your "main base" has a logistics module it will be able to pull from any "warehouse" storage on the planet. You'll want to make sure you have inflatable storage modules attached to the logistics module for whatever resources are outside the local logistics range. So, for instance, if your exotics miner is on the other side of the planet you'll want to have exotics storage connected directly to the logistics module and you're set. *edit* - Also the logistics module has to be piloted I believe. -
True. Loving USI-LS and MKS so far. Keep up the good work RD.
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Perhaps that was the intent, but it's not necessary. See below - difference is just hopping out and hopping back in
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Pretty sure you can reset hab timer with a simple EVA. I find USI-LS to be quite forgiving, even in the early game. You just have to be more creative.
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The Name Change Thread (WARNING! ONE TIME ONLY!)
GiveMeABreak replied to Souper's topic in Kerbal Network
Since I'm being forced to do so, I hereby request my name be changed to "GiveMeABreak". Seems appropriate.