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About Esendis

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    Bottle Rocketeer
  1. In the process of swapping pc parts atm. I'll give it a go once im up & running again.
  2. [1.3.1] Hangar

    Stock asteroids? Guessing that RoverDude's ART doesn't qualify as stock... Decisions decisions... Thanks for the quick reply
  3. [1.3.1] Hangar

    I picked a hell of a time to start a new game... I don't have any old saves so no old asteroids and the new ones can't stay in one shape with the asteroid fix. Any suggestions so i can get rolling again with an asteroid hangar?
  4. Quick & dirty fix for the relay bug. Copy the OctoSat_Sc_SideDish.cfg, scrap the SelectableDataTransmitter module and keep just one relay module or copy the relay module from the equivalent stock one (RA-100.cfg). Rename the new cfg to OctoSat_Sc_SideDish_(something).cfg, and the part name inside it and there you have it. Working relay with both stock and NSS parts. Works till someone figures the bug with SelectableDataTransmitter.
  5. [1.3] - Modular Kolonization System (MKS)

    One choice? There's another? Quicker preferably?
  6. [1.3] - Modular Kolonization System (MKS)

    I can't really log an issue based on voicey99's PR ( But i assure you, any further comments will be posted at github. On another note, i know that i can refuel reactors with an engineer & maintenance. But how on earth do you transfer the actual fuel on site, to a rover for instance, so it can reach the remote site? Hook the rover to the nuclear refinery and wait for it to fill?
  7. [1.3] - Modular Kolonization System (MKS)

    But wait - there's more!!! (Insert meme here ) Modules stop as soon as you return to space center. Didn't have any other vessels nearby to test a switch.
  8. Any chance for an agroponics module for USI-LS? Spamming the small usi modules to fit the lynx form factor is killing the part count number.
  9. [1.3] The Malemute Rover [0.2.0]

    For the life of me, i can't remember if the crew cab had any sort of life support. Logged a Github issue just in case.
  10. [1.3] - Modular Kolonization System (MKS)

    Trying to piece together a drill calculator and stuck at the last part, heat generation. Am i right to assume that each module has its own cooling requirements? For example,1 module of an automated industrial strip miner digging a resource of 100% concetration at 100% efficiency will require 1200Kw cooling or the full 6000Kw stated at the part description? Also @RoverDude any chance for a bigger karbonite generator? Would love to power an entire base with karbonite without spamming the 2.5m one.
  11. [1.3] - Modular Kolonization System (MKS)

    I mean an excel sheet where I can input various parameters like resource concentration etc and it would give me required EC,cooling etc. Basically is there a base building excel calculator?
  12. [1.3] - Modular Kolonization System (MKS)

    Hmmm... (headache incoming ) Is there a working spreadsheet for base building? (resource percentages, drill list, refinery list etc)
  13. [1.3] - Modular Kolonization System (MKS)

    Correct me if im wrong- Since a single strip miner drill module wants at full capacity 360 EC/sec then at max geology rating (assuming the cap is at 500%) it would need 1800 EC/Sec. Can the same calculations be used for cooling or is it a different set of calculations altogether? Building a new more permanent base and trying to future-proof it.
  14. [1.3.1] Configurable Containers

    Same here. Will try to add it to the Tank Types.cfg. Does it need KolonyTools or something from USI?
  15. Is the connection bug between octosats still present or did i miss something?