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About Friznit

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  1. Kerbal Hacks: Wearable KIS Props. I don't think @Enceos has released an update but he linked the fixed configs on page 5 of his thread. You can have blue hats too. This is important.
  2. Dark panels...I suspect that's intended behaviour?
  3. Friznit

    Universal Storage II

    Now you're just showing off! Small yet beautiful. Edit: I'm referring to the part of course
  4. Friznit

    [1.6.1-1 + Backports] Kopernicus & KittopiaTech

    I think Squad got plenty of complaints about the 1.6 issues with mods given how fundamental they are to the longevity of KSP. But more to the point, the level of interest in Kopernicus is a reflection of how many people value your work and find it a critical part of their enjoyment of the game. So much so in fact that unlike almost every other mod, people are unwilling to play KSP without it! That's a pretty big accolade. As a modder myself, albeit for other games, I can well understand your frustration though. For everyone else: patience - mod updates are always released exactly Soon™, when they are ready and not before.
  5. Updated configs for screwdriver, golfclub, cardboard box and fallen kerbal to work with latest KIS. Tested in 1.5.1 and 1.6. I'll bung you the code on Discord. Will still need a proper recompile for 1.6 though.
  6. Friznit

    Thinking about a new Colonization mod

    Colour me interested. This is essentially what I've been trying to achieve with a combination of USI MKS/USI-LS, EPL, Kolonisation and Nehemia's Orbital Science - a modset intended to create a Purpose™ to the carear game. I've had to RP quite a bit, setting myself rules such as Civilians cannot go on long trips until they've had a month at the Orbital Training Facility and a minimum of 6 months at the Offworld Training Kolony on Minmus. A lucky few get to join the Space Pioneer Programme and explore distant worlds. Recruiting trained Kerbs is fiercely expensive, so 'converting' civilians and training them in the MKS Akademy is preferable. Perhaps you might consider taking an idea of low-g / zero-g experimentation and tie that into the stats of the different bodies to unlock new tiers. For example, something like a certain number of experiments are required in a Zero G environment to unlock Tier 2 (an Orbital in LKO will do the trick); but to unlock Tier 3 you need some experiments in a Low G environment (this would suggest a Mun base) AND some research outside Kerbin SOI (Space Station in Kerbol Orbit should do)...or you could skip them and go for a Moho base like a pro but it's going to be harder to get the results back to Kerbin. Tier 4 is going to require some proper alien world experimentation, with demonstrable results from High G, alien atmospheres. Essentially each Tier has an increasingly complex (yet abundantly clear) number of gates to achieve before you can unlock the Shinies and upgraded kit that your Kerbs need if they expect to build sustainable offworld habitat.
  7. Friznit

    [1.3] - Modular Kolonization System (MKS)

    There's a MM patch for Station Parts Redux floating around already. It's in one or the other threads.
  8. Very nice. I am no rocket expert and know very little of the history, but after installing BDB over Christmas to have a quick play, I ended up losing many hours of sleep rebuilding every rocket and learning all about the different variations, then putting ridiculously optimistic payloads on them and developing some comprehensive lithobraking skills.
  9. I just ran into this problem as well (KSP 1.5.1) . In some cases the RFBR (aka Timberwind) reactor stops generating Thermal Power - Reactor Status in the Reactor Control Window shows Active (0.00%), whereas a normal working Timberwind usually shows (0.020%) when idle, producing a steady 12KW of TP. If you shut the reactor down, the decay heating kicks in and starts generating thermal power for a few days until it cools off. Unfortunately I can't reliably reproduce the issue after various tests of reloading, warping, switching vessels etc . If I can figure out a way to do so and catch it in the logs I'll update the post.
  10. Friznit

    Transfer of Science

    I'm divebombing the thread because I have a somewhat related question. Is there a mod available to transfer science data? I have a space station with two science labs - one rather rubbish one and second super duper shiny plush lab with actual snack storage that was added later. Unfortunately anytime I dock a probe and unload the science results, all the data goes into the rubbish lab. I suspec the answer is no, and I'll have to ... "constructively disassemble" the science orbital.
  11. Friznit

    [1.6.1-1 + Backports] Kopernicus & KittopiaTech

    Remove GameData\Kopernicus\Config\solarpanels.cfg
  12. Friznit

    Universal Storage II

    I had a poke in the configs and can see where UvSII Greywater tank is set to contain fertilizer if USI is installed. For some reason this isn't happening in my game - think something else is overriding it. I'm not an expert at reading logs but these may shed some light on where the problem lies. If anyone is able to help me interpret them I would be most grateful. Logs here:
  13. Friznit

    [1.x.x] Kerbal Hacks: Wearable KIS Props

    Really shouldn't let Jeb use that Engineering tool. He's not safe with it. Thankfully he can only do this when he's playing in his sandbox. Serious career Jeb is serious. Many thanks Enceos!
  14. Friznit

    [1.x.x] Kerbal Hacks: Wearable KIS Props

    Works a treat in 1.5.1 still. Not tested in the latest version of KSP. I'll do that now. Edit: tested in latest KSP - all works fine. Jeb seems to be able to use the Engineering tool to do engineering things though - maybe that's cos I'm testing in sandbox mode?
  15. Friznit

    [1.x.x] Kerbal Hacks: Wearable KIS Props

    On it like sonic.