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About Esendis

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    Bottle Rocketeer
  1. [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?
  2. [1.3] - Modular Kolonization System (MKS)

    Hmmm... (headache incoming ) Is there a working spreadsheet for base building? (resource percentages, drill list, refinery list etc)
  3. [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.
  4. [1.3] Configurable Containers

    Same here. Will try to add it to the Tank Types.cfg. Does it need KolonyTools or something from USI?
  5. Is the connection bug between octosats still present or did i miss something?
  6. [1.3] Hangar

    Started a new game with roverdude's ART installed. I didn't plan to use both Hangar and ART resources - just got ART for the giant asteroid script (really wanted an Armageddon Asteroid). The problem is that the asteroid just doesn't want the asteroid factory. As soon as i stop even a mild 5x time warp, the hatch snaps off. Anything else KAS attached to the roid stays put. Is this a known incompatibility? Allista, i really appreciate the effort you have put into making your mods - i don't even know how many hours i have spent playing/abusing them () but would you even consider making a separate KAS attached asteroid hatch version? I really want my Armageddon Asteroid Space Station!!! Update: Never mind, fixed it myself. Added a node_attach in the .cfg on the bottom of the asteroid hatch, allowed srfAttach and fixed it in place with KAS. Cheated a bit with the KAS lift settings but totally worth it - everything working as intended .
  7. [1.3] Hangar

    Figured it out successfully. I didn't realize initially that the structural grapple device has a much narrower angle of attack than the claw. But all is not well . The asteroid hatch has a mind of its own and randomly detaches from the asteroid. I can't figure out if there is pattern. One moment im closing in on the asteroid with a supply ship and the next a sudden jerk and it comes loose. I've had the same behavior while switching between vessels near the asteroid (<250m) Maybe there is a weight/stress limit on the hatch itself? asteroid factory+isru+nuclear reactor (usi)+ 1 configurable tank currently sit on top of it. Even tried to reinforce it with some portable struts but the darn thing broke away as soon as i attached the first strut... Update: Fixed it . Removed everything attached to the factory, removed the structural grapple device and attached anything i wanted on the asteroid directly with kas/usi. (attachment point+construction port). Haven't had a detachment again . I'm guessing the structural grapple device was the culprit, not the extra weight on the factory.
  8. [1.3] Hangar

    Trying to figure out if im doing something wrong/not understanding something/gremlins/all of them. Got the asteroid factory to the asteroid, docked, started drilling - so far so good. "Hey, why not use the structural grapple device and attach an mks station to the asteroid!!!" Plan failed The grapple will not attach to the asteroid at all. Am i supposed to undock the factory first (just a thought-don't know if it matters) and try again or is it a known limitation/bug?
  9. [1.3] Hangar

    Ok got it. Thanks for the reply and the awesome mod. So many possibilities, so little time... Back to planning
  10. [1.3] Hangar

    What's the resource conversion chain for asteroid mining when installed alongside MKS/OKS? Just Ore->Metal->Tank using the Mobile Smelter or am i missing something? Planning an asteroid miner and trying to figure out what resource tanks/converters it requires.
  11. Hello there! Long time lurker, stumbled upon this mod and loved it but unfortunately plagued by this bug. Any fix on the horizon?