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About Nicky21

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    Spacecraft Engineer

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  1. I saw that the Nom-O-Matic 25000 can be tweakscaled. However from my tests, the production doesn't scale up, it's just visual. 1.7.3.
  2. The voleyball and winston inflatable habitats are causein some serious loading times in the VAB. I have a station with 100 parts that takes 30 seconds to load. When I remove said haitats it loads in 5 seconds. 1.7.3.
  3. I tried to build using EPL a nuclear reactor. Those thigs are expensive when you buidl them in the VAB, but when using MaterialKits + Speacialized Parts they are dirt cheap. This is true to most expensive components. This leads me to the next question: is tehre a conection between the part cost (career) and its cost in MK+SP ?
  4. Bug ???? I have a starbase core. Using multiple disposable pads i'm expanding it. I started constructing one expansion. I started building the second expansion at the same time. It's now under construction. I switch to the fist expansion to check on it: it still reports 130 days left. I pause teh second expansion to speed up the first one. With the second expansio paused, I check on the first expansion expecting it to be ready in 65 days. It STILL reads as 130 days. Shouldn't the workforce be moved to active projects once others are paused ? Later edit: after moving some kerbals around everything went back to normal. The workforce from the paused project now migrates to the active project.
  5. The J inline docking port needs a bit of attention (there is a bit of empty space between the docking ports):
  6. There's a problem with rescue contractts from teh orbit of Minmus. The rescuee's pod always crashes into the ground before i get a chance to get to it.
  7. A sugestion : A ground experiment (akin to those introduced in Breakign ground DLC) to study plant growth. I know there is such a thing in the nom-o-matics, but it hink its better fit as a long term experiment.
  8. I wanted to thank you guys for this ! It saved my save a good couple of times !
  9. OMG ! Sold !!!! I was usign KML to fix this kind of bugs !
  10. Allista , what would it take to extend the hangar functionality to the OPT parts ? Is it just a few lines of codes in the cfg files or is there some major voodoo required?
  11. Please consider changing either the tourists' or tehnicians abreviations in the life support pannel(the one in the toolbar). Both abreaviations are "T" and it's sometimes confusing as hell which is which.....
  12. Is there a strategy to clip parts when attachign using kis? For instance I want to attach a solar panel, but I dont want it to stick out so much ? I mean the B and N keys seem to do what i want, but once i press H to attach it, the dept is beeign reset.
  13. BUG: (ksp 1.7.3 , latest kis version). I have several mods, one of them beeing Kerbal Reinforced Joints Continued. I used autostrut to heaviest part to connect the OPT H Bicoupler (engine part) to the station. I did this to stop it from wobbling. Later, i added the inflatable habitat using KIS. Even later I come back to the station for some supplies to find this: the engine part has been misaligned badly. This is not the first time i see this bug. KIS and autostrut do not go well together. They always fskp up the alignment of the parts. Pics: