Revilo2601
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Revilo2601 replied to Angelo Kerman's topic in KSP1 Mod Releases
Thx for the inside Jade well I don't mind to modify the templates, my problem is I was unable to find those and the "lab" and "hab" in one of the last omniconverter I get that those dictate if a casa or a hacienda can have that option, but what other options are available? And we're those to be found?- 3,508 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Revilo2601 replied to Angelo Kerman's topic in KSP1 Mod Releases
So I am not fully sure this is the correct place for it, but in my current game I have EL, USI MKS + LS and obviously Pathfinder installed. I have the usi playmode as well installed. One thing that is strange is EL introduces Metal, MKS introduces Metals. MKS patches EL so that Metals are produced/required but Pathfinder stays at EL standards. And these 2 Metals aren't interchangeable. Same goes for the Rocketparts, MKS patches EL to use MaterialKits and Specialised parts instead of Rocketparts, so the production of Metal, ScrapMetal and Rocketparts is basically obsolete and with that the whole iron foundry has only one purpose: to produce equipment. I believe one could make a patch to fix these "issues", probably in the wbi playmode, but that is out of my capabilities. Maybe one could even add a functionality to be able to produce these Specialised parts in some fashion, so that one could use the Pathfinder parts as substitute for the less visual appealing MKS parts. Pathfinder overall is a great mod just like every other wbi mod ^^- 3,508 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Revilo2601 replied to Angelo Kerman's topic in KSP1 Mod Releases
All the inflatable parts from pathfinder show this behavior, besides the castillo adapter, for reasons unknown. And even the sandcastle mod from angel-125 (who made pathfinder too) had this behaviour with the negative numbers. Though he somewhat fixed it some time ago. But I think to remember that the doc science lab is still wierd in that regard. OSE workshop is the same problem. But I can't remember elp having problems with it's ui in that case...- 3,508 replies
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There are configs for EPL that's true, but it is no problem to get rid of them, if need be.
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Seems like you already build something and now your are trying to fuel it up. I believe you have to finish that before you can build something new
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So USI is known to cause problems with EPL? In that case my current carrier is almost doomed to failure
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I think there is an option in el config to show the stock vehicles, but not sure and can't check atm
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It depends on the size. The smallest printer can basically print nothing, were the biggest one can print almost everything. And it depends on the playmode I think, some things might be hidden. But while we are at the Pathfinder parts... Anyone else unable to print the doc Sci lab? After that update I'm not able to print it, it just doesn't finish the job. All other parts are good
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Revilo2601 replied to JPLRepo's topic in KSP1 Mod Releases
Not yet for the power, but for the food... I'm not using the seti greenhouse from station parts redux anymore. Other greenhouses work fine, but that one... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Revilo2601 replied to Angelo Kerman's topic in KSP1 Mod Releases
Well wasn't able to use gravitic engines by now, though if I get the concept right, the engine provides acceleration and not thrust. But that actually doesn't matter because in any case you are reducing your horizontal and vertical speed, depending on the angle (marker position on the nav ball). So in theory it shouldn't matter if it is a good ol' chem rocket, or a gravitic engine. Just try my system for once ^^ -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Revilo2601 replied to Angelo Kerman's topic in KSP1 Mod Releases
Landing on a planet or moon (without atmosphere) I have found an easy solution for me. Having trajectories, kerbal engineer I can set my landing spot rather simple. The trick for landing is to bring retro to surface, target and radial out on one line. Now when you burn put the nav ball between radial out and retro to surface and you can jiggle the speed down by maintaining your landing spot. Simply move your marker on the nav ball to radial out, when your spot comes to near, closer to retro when it goes too far away. However I wasn't able to find some easy solution for atmospheric re-entry