alien_wind

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About alien_wind

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  1. 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
  2. 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
  3. 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
  4. I'm with positive production of colony supplies(produce more than consume)
  5. 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
  6. 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": "1.1.0.0" }, { "name": "CommunityCategoryKit", "version": "4.1.0.0" }, { "name": "CommunityResourcePack", "version": "1.1.0.0" }, { "name": "USI-Core", "version": "1.1.0.0" }, { "name": "UKS", "version": "1:1.1.0.0" }, { "name": "USITools", "version": "1.1.0.0" }, { "name": "KerbalPlanetaryBaseSystems", "version": "v1.6.8" }, { "name": "GroundConstruction-Core", "version": "2.2" }, { "name": "KSPRescuePodFix", "version": "1.5.3.13" }, { "name": "ModuleManager", "version": "4.0.2" }, { "name": "USI-LS", "version": "1.1.0.0" }, { "name": "ConfigurableContainers-Core", "version": "2.4.3.4" }, { "name": "Konstruction", "version": "1.1.0.0" }, { "name": "Trajectories", "version": "v2.2.2" }, { "name": "ExtraPlanetaryLaunchpads", "version": "6.5.1.0" }, { "name": "SCANsat", "version": "v18.10" }, { "name": "AT-Utils", "version": "v1.6.2" }, { "name": "ClickThroughBlocker", "version": "0.1.7.1" }, { "name": "FirespitterCore", "version": "v7.12.0" }, { "name": "KIS", "version": "1.18" }, { "name": "KAS", "version": "1.1" }, { "name": "KerbalAlarmClock", "version": "v3.10.0.0" }, { "name": "EasyVesselSwitch", "version": "1.10" }, { "name": "TriggerAu-Flags", "version": "v2.9.3.0" }, { "name": "KerbalEngineerRedux", "version": "1.1.5.7" }, { "name": "ContractConfigurator", "version": "1.27.1" }, { "name": "Toolbar", "version": "1.7.18" }, { "name": "FMRSContinued", "version": "1.2.7.4" }, { "name": "BULB", "version": "1.3.4" }, { "name": "ActionGroupManager", "version": "2.2.4" }, { "name": "ToolbarController", "version": "1:0.1.6.20" }, { "name": "SpaceXLegs", "version": "2.8.4" }, { "name": "RecoveryController", "version": "0.0.3.7" }, { "name": "PreciseEditor", "version": "1.1.0" } ] }
  7. is this problem with machinery related to the fact that you can't transfer machinery in local logistics?
  8. I noticed after using mks with it's "governor" slider in every part I'm missing this option to control rates in the stock isru parts/drills there's an "efficiency bonus" variable in the module "ModuleResourceConverter" so I just need to add a slider to control that within the game but after looking into the part files in different modes to try and reverse engineer the function I can't find A. how to add slider into parts gui B.how to add it by using mm patch I would really appreciate the help if someone have some more idea on this
  9. then you can cheat with a very long aeroplane
  10. is the "land" section supposed to be working? because it shows blank and if I had section from landing to the hud they plain don't show
  11. honestly it's maybe cheaty but attaching new solarpanel would be such an hassle I just change the status of the solar panel in the save file under deployState = from "BROKEN" to "EXTENDED"/"RETRACTED"
  12. something that I don't get in kas system and I hope someone can help me with please why is it that even though there's an option (b/n) to raise and lower the part is does but once you tryu to connect to node it resets to default position? I would like to be able to connect to node with option of location of part but it doesn't let me
  13. wow great work and response,do you want me to get on github with the technical details or did the bug replicated by you also?
  14. the "going to orbit" part was anecdotal. but I can empty as many times as I want the kerbal's eva propellant and refuel and the jetpack stays full I guess it's a bug