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About Tacombel

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    Spacecraft Engineer

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  1. @Yuubari_ Other parts where you will want engineers are the ones that provide Konstruction Points for EVA konstruction. To activate the assist you need an engineer in it.
  2. I don't quite understand what you mean. If the availability is 0 you can't extract anything from that biome, so if you need it you will have to bring it from somewhere else, yes.
  3. Read the sig in the post previous to yours. Where it says "Read this before asking for support"
  4. There will always be loopholes. You can even hyperedit a kontainer directly from KSC to Jool with all its mass intact. It is just up to you. I don't see the need to implement barriers to avoid people doing it. I think the case for USI-LS is somewhat different, because those are effects that will occur automatically to my kerbals, so it is good that I can define them. But in the case of TC all those situations are things that the players explicitly do. No need to have a config for the player to limit himself. Just my humble opinion.
  5. As in any other solo game, you define the rules. There are people that refuels the ship at a station in the final biome because they already set up the infrastructure to do so, so you can make any route 0 TC. Is just a matter of what its Ok with you.
  6. While the parts that I use are from a different mod (if there are any questions regarding that mod, please take them to the relevant thread, not here) here you can see some base building action using EVA. https://www.youtube.com/watch?v=h-TNxrokhXA
  7. The deprecated ports are still there, only that a bit out of the way.
  8. Don't know if I am late, but you need to do the PR in the develop branch.
  9. Not sure if it is intended, but it took me a while to discover it. When out of fuel, persistent thrust doesn't let you time warp if the throttle is up. Setting it to zero solves it.
  10. Packed basic base in two ships. Mount them in your favorite booster and launch them. It is designed with a crew of five in mind. Engineer and pilot for the pioneer module, scientist for the greenhouse, engineer for the workshop and a third engineer for EVA construction. Enable konstruction in the pioneer and workshop to move the heaviest parts. There are not enough material kits to deploy everything, so start with the hab-quarters, greenhouse and workshop. Then disassemble as needed to deploy the hab-common. https://kerbalx.com/Tacombel/MKS-Basic-Base-Part-One https://
  11. This is what it says in the wiki, Personally I never reached that far. They will also get freezed if you reach 50y habtime per kerbal. AFAIK the others don't have any special effect. https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Habitation)
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