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About Kaa253

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    Sr. Spacecraft Engineer

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  1. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    You need to deploy the drills in the VAB before you can change the resource on them for free in the VAB.
  2. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    @NoahArnold Once before that happened to me. I edited my save file to delete the record of completed "expired"? TRANSFER entries under "name = ScenarioOrbitalLogistics". Not really knowing what I was doing but somehow it worked. Be careful, i.e. keep a backup copy of your save file/s in case of complete file corruption and because I still don't know what this is doing, good luck!
  3. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    Is this still the correct forum topic to ask Karbonite questions? Does anyone know what the right click context menu slider option on the Torch drives' called "Torch Throttle (0%)" is used for (if anything)?
  4. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    @adgriff2 I am no expert but I will give you my best guess answers to your questions. Perhaps someone else will be able to be a bit more definitive in answering you? Q1. I think the wiki should be saying that ScienceSkill is only a bonus for Crushers and Smelters when they are configured specifically as an efficiency module (i.e. [Smelter] & [Crusher] modes) for use only in assisting a more advanced Crusher/Smelter/s. When they are actually crushing or smelting some resource then it doesn't apply and you need an Engineer (or - not sure now - maybe a Technician?). Q2. I think habitation and efficiency parts work disconnected but not crew skill bonuses. I love the idea however and have long time wished for it. I tend to build small science outposts rather than big efforts at Kolonization. The mod is really aimed at big crews with lots of skills mix available (and more kerbal offspring on the way). Q3. I am guessing a bug but it likely is not an MKS bug. I am going crazy at the moment with a bug that causes a bizarre switching of the local biome identity whenever I reload a save or switch out and back to something outside simulation range, as you describe. Upon loading my Duna base it reports being in the highlands, lowlands, midlands all in very rapid succession until finally it recognises that it is really in the polar region and settles. What?!?! Meanwhile most of my drills seem to be deciding the resource is not present in some biomes or not landed or something and they stop . - I am fairly sure its not MKS and before someone says it, the WorldStabilizer mod doesn't help.
  5. I like this general idea but because I would like to make the flare a bit smaller
  6. Wow - so Mortein has an export market on Dres!
  7. Thanks @OhioBobfor the detailed reply I have installed GEP and I am very happy with the result so far (I haven't got out to the Grannus system yet). The best bit for me is it doesn't seem to have caused much of a memory hit. I have a lot of part mods installed and only 12 Gb RAM but it is running with no problems.
  8. I am thinking about adding this interesting mod to my current save. I have stock+OPM already (i.e. no GPP). I understand this should work and it will add a new star Grannus in a very distant orbit of Kerbol. Given that I already have DSN 4 from OPM, what should I do during the install to get sufficient antenna range? Edit: I took a look under the hood... @CUSTOMBARNKIT:NEEDS[GEP,!GPP,!OPM] ... so it looks like it should play nicely straight out of the box
  9. If I remember correctly this mod once gave a warning popup if you tried to jump with some cargo such as kerbals or karborundum that required the Heisenkerb compensator? It now seems to throw an exception at that moment saying something about .OrbitDriver.Renderer not found? Sorry, I know it is a very poor bug report
  10. PermaPrune! What an interesting feature. Thanks for mentioning this Janitor's Closet mod!
  11. Kaa253

    [1.3] - Modular Kolonization System (MKS)

    https://github.com/UmbraSpaceIndustries/MKS/issues/1405 It has been reported but, some time ago, so thanks @sh1pman as it is good to have a reminder / heads-up that the bug is still there
  12. Kaa253

    JoolTube: Kannonball!

    I like it. It's all about the sound track.
  13. I play only career with USI-LS, MKS and CTT. So I feel that the tech tree and the life support challenge is well done by these mods (with the exception that rockets come before planes and, even more ridiculous, wheels). What I really want to see is improved missions contracts! Your @Pthigrivi ideas for the milestones missions are really great; but if only the mission builder had been compatible with career mode ...
  14. I use them for making little Apollo "J" style mission LRV's basically the same as @klesh. I just clip the rover on and off the LEM using KIS/KAS.
  15. I am not entirely sure I know the meaning of the question but I think my answer is the same as @Leandro Basi. I use both. On the other hand, I probably would not miss the legacy shaders if they were not there anymore. I think the lander pods may have only had the legacy shaders? Presumably that would be updated.