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  1. I didn't know about the material kits... i'll get a shipment of that up to the station and see if that fixes it >.>
  2. It's sitting at 2500/2500 machinery, and no option to deploy the ring. I'm wondering if this is an interaction between 1.9 and UKS as it's stating it's a 1.8 mod going by CKAN.
  3. So I'm playing on 1.9 and the 2.5M hab ring won't expand in orbit (but was able to in the VAB). All mods look updated according to CKAN (assuming you also let it use the 1.8 stuff). What kind of troubleshooting steps should I take?
  4. Does anyone know if there's a collapsible EVA seat? This would be helpful, especially if we're trying to create an Apollo style munar rover, especially with the new robotics parts.
  5. I wouldn't call them overpowered... more like a midrange between Stock and something like KW Rocketry. IMO, they're good enough and different enough at what they do that they compliment the stock game just fine.
  6. Can I have a DIY kit that builds multiple DIY kits, or can I only assign a pattern to a DIY kit on Kerbin?
  7. Is that one DIYKit per site, or one DIYKit per thing you want to build?
  8. I'm in the process of getting a Minmus processing base up and running, and I'd ideally like to send just enough hardware to Minmus so that I can create the rest of the parts for a better base (including orbital station) in situ. Do I absolutely need EL in order to produce a vehicle insitu, or is that something that the USI mods can do?
  9. Does blowing up the planet count for blowing up KSC?
  10. I know of https://docs.microsoft.com/en-us/sysinternals/downloads/rammap for RAM, but AFAIK WinDirStat's only for disk usage. How did you configure it to create RAM maps?
  11. This is basically fear mongering until we see an official press release from Take Two on this matter.
  12. Well, if TakeTwo does something stupid and removes the mods from KSP it's gonna kill the community.
  13. It's been a while since I've been able to use Infernal Robotics, so I have two questions with it's current state: How critical is TweakScale? Did the rework parts pack get integrated into the base mod?
  14. From what I'm seeing of the S-IC construction, it looks like once you've gotten the core put together, there's a lot of subassembly construction, so you could have one person start working with bag 6 on the S-IC just building sub assemblies and allowing the person working on the S-IC to meet them in the middle basically, which would greatly accelerate the construction. The same could be done for S-II also. The only thing that's not clear on S-IC is how they're handling the intertank, specifically with the blocks that you're using to complete it. Are those basically 8 of the same sub assembly, or are the two batches of four slightly different?
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