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[1.12.x] - Modular Kolonization System (MKS)
IT Luddite replied to RoverDude's topic in KSP1 Mod Releases
Oh, then no, it's not supposed to make oxidizer. -
[1.12.x] - Modular Kolonization System (MKS)
IT Luddite replied to RoverDude's topic in KSP1 Mod Releases
From the wiki (mostly up to date) https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Mining) Sifters take in Dirt and sift out any resources for which you have storage. They find a lot, but at very low rates compared to drills. From another page: Limited to resources with a planetary abundance greater than 1%. They will get your station a little of everything (that is on the planet of course) but not lots of anything. Note that the planetary abundance is not biome abundance. They also are used for lode harvesting. That will get lots of stuff, but you either have to go to the lodes, or bring them to your mining station. -
[1.12.x] - Modular Kolonization System (MKS)
IT Luddite replied to RoverDude's topic in KSP1 Mod Releases
They've got a bug, and don't show up. You can modify the part file to get them to show up, but then the cooling doesn't work on them. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IT Luddite replied to IgorZ's topic in KSP1 Mod Releases
Sorry, I'm still trying to figure out the forum editor. My prior post was supposed to ask about grappling hooks. I made my crane, attached a big tank with a decoupler, decoupled it, and tried to use a grappling hook to pick it up. I couldn't get it to connect with either eject or extend. I must be doing something wrong, but I don't know what. Could I get an explanation on how it's supposed to be done? Thank you. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IT Luddite replied to IgorZ's topic in KSP1 Mod Releases
Thanks that's helpful. So does that mean on Kerbin the maximum is 10 tons (9.8m/ss not 10m/ss so actually a bit more)? -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IT Luddite replied to IgorZ's topic in KSP1 Mod Releases
What are the weight limits for the winches? Can you use multiple winches to increase the limit? Do grappling hooks (and harpoons) connect to ships or just the ground? I tried to have them connect to a ship, but if it's allowed, I must have done something wrong. I made a crane with 2 winches, and attached them to a heavy ship, when lifting one of the winches disconnected from my crane. I'm trying to move around base parts. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
IT Luddite replied to nightingale's topic in KSP1 Mod Releases
I tried all 4 combinations (1.8.8 and the CC dll) RT contracts didn't show up in any of them. This seems to be the first error in the log: [LOG 16:30:37.881] [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'RT_EverythingSat' [WRN 16:30:38.334] ContractConfigurator.ContractConfigurator: Multiple assemblies with name 'RemoteTech' found! [EXC 16:30:38.351] InvalidOperationException: Operation is not valid due to the current state of the object System.Linq.Enumerable.Single[LoadedAssembly] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback)- 557 replies
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[1.12.x] - Modular Kolonization System (MKS)
IT Luddite replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the great work. I've found a problem that the Non Automatic drills do not mine ore. I've logged an 'issue' and included updated part files that fix it. The fix seems to work fine on my Minmus base.