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About alien_wind

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  1. I have a few questions about the mod in respect to the new 1.11 update and new gameplay. i realize that kas is not yet fully supported for 1.11 but I'm sure I'm not the only one who plays on the latest version so i wanted to discuss how it is right now (lovely mod btw regards to the maker and maintainers made the game much more interesting as proven by the addition in stock ksp.) Is kas independent of kis (as some of the questions focus on kis and some on kas and I wanted to keep them together as one discussion of the future ) ie; can kas cooperate with the stock inventory or at lea
  2. sounds great much luck with that! by any chance do you know if the're any plans to integrate precise editor in the new 1.11 eva construction mode?
  3. honestly id be totally irretated like you if quicksave wasen't a thing.. i've gotten in habbit of quicksaveing every time im about to do something that can end up in a massive series of explosions. so if i make stupid mistake i just lose 5 minutes of work instead of a colony.
  4. I've had some problems with lag on my ow spec laptop so just went to the cfg file and changed "rotation" to 0,0,0 and it helped a lot with lag less cool but optics are basicaly the same
  5. I applaud your efforts and willingness for architectural code changes for better player experience that takes a lot of energy especially when you're collaborating with other dev teams that's what makes this game and player community so awesome.
  6. thanks very much for the answer just to clerify in ksp 1.8.1 I should use the latest smokescreen update?
  7. is the supported smokescreen version stiil 2.8.1?
  8. thers'e a materialKits cost to inflate if you don't have it onboard you won't be able to inflate
  9. I just came back from a 2 months hiatus from this game.. so I guess for me it has always been broken(since the kas update) XD
  10. it makes perfect sense. if one drill makes one thing it's 100% on it so it makes it 100% efficiently but if you want to make two things it's limited so it can only make them both half as efficiently as just the one and so on as of me I'm lazy and just want a monstrous amount of resources for off-world construction so I went into the config files of the drills and multiplied the existing heat transfer amount by the number of bays, works like a charm
  11. idk what happened I'm sure the debris we're getting deleted(left debris landed left physics range and it disappeared) but now it does save some debris so I guess I changed something and it got fixed
  12. I'm with positive production of colony supplies(produce more than consume)
  13. does colony growth go up with amount of colonization modules? because I noticed that if I have more then one onboard they all get stuck on 1y 24 days
  14. the save always keeps 0 debris and I checked the settings non 0 I suspect "stage recovery" but debris disappear on me even not on kerbin so idk.. this are the mod I have installed: "depends": [ { "name": "USI-FTT", "version": "" }, { "name": "CommunityCategoryKit", "version": "" }, { "name": "CommunityResourcePack", "version": "" }, { "name": "USI-Core", "version": "" }, { "name": "UKS", "version": "1:" }, { "name": "USITools", "version": "" }, { "name": "KerbalPlanetaryBaseSyste
  15. is this problem with machinery related to the fact that you can't transfer machinery in local logistics?
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