-
Posts
59 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Lord_Potato
-
-
11 minutes ago, Tabris said:
your tank is turned off.
And that did it. Thank you.
-
Are there any restrictions with using Karbonite and logistics? I have a mining station with a Duna logistics module, and it does not push to planetary, nor can I move resources between it and an empty Karbonite container.
Picture:
Spoiler -
I noticed that if you set some max stupidity, minimum courage colonists, you actually gain money from hiring them.
-
Don't know if this has been answered before, but I have a question regarding logistics and containers.
So I have a dirt drill set up near my base, but it does not seem to be outputting to planetary storage correctly. I can pull from it into my main base and it will be sent there that way, but it does not send dirt to planetary storage by default.
-
3 hours ago, Angel-125 said:
I think you put the Part:NEEDS[SEPScience] in the wrong config. It's in the Casa one, which made it disappear and killed one of my bases :(.
-
Alright, I'll just modify the configs myself then. Thanks for the info.
-
Do you know if MKS's kerbal classes work with your parts? I've done a bit of testing with the geology lab, but i haven't gone far in my career save, so I can't be certain.
Also, did you change the number of pipe ports on some of the parts in this pack and Buffalo? I seem to recall there being more.
-
2 minutes ago, Angel-125 said:
Actually, the props all fit onto just one texture map, so it's pretty memory efficient. But even then I've set things up so that if needed you can delete the IVAs and just use the default stock ones. It'll look terrible but it'll work.
Oh, cool. I've never tried modding before, so I don't know how textures are stored.
-
14 minutes ago, Angel-125 said:
a million props for a huge internal space
Good thing 1.1 brings 64 bit then.
-
12 minutes ago, Angel-125 said:
Not true. As I mentioned you can also Drill for it.
I meant that the only use for organics is being created by the o-chem, and used by the cultivator.
-
15 minutes ago, Angel-125 said:
I probably could, but Pathfinder has a different production chain to get Supplies than the baseline USI-LS, and I like how it works. Good that you've adapted it to your liking though.
Yeah, that's true, but the only way to get Organics with your mod and USI-LS installed is with the watney O-chem module, which is a bit unwieldy just to get a bit of dirt.
-
1 minute ago, Angel-125 said:
Ah ok, now I remember. I use Organics in the Cultivator to create Dirt. You need Dirt for the greenhouse, which you can either dig up or produce in the Cultivator.
You could probably just change it to Mulch. I did that in my configs.
-
Just now, Angel-125 said:
I'm not aware of changes in USI-LS, is Organics not used anymore? snip
Yep, organics has been gone for a few months now.
-
Hello,
First off, your mods are some of the best I have ever seen, particularly in the IVA area. I see that they must be a lot of work, but at least I appreciate them.
I have a question though. Will you be changing the USI life support configs to work with the new version, the one without Organics?
Also, where are the pictures in the IVA TV pulling from? I'm trying to put some more pictures in, but all i'm getting is one screenshot I took long ago.
-
Very cool! Can you spawn planes and stuff directly onto the dock?
-
42 minutes ago, Azimech said:
The sinking mechanic is simple compared to WW2W, so you can sink Big Ships but they don't make water, it's just a matter of destroying buoyant parts.
First of all, excellent work! These mods may prevent me from ever going to space again.
Though, why is the other mod's sinking model different? Is it simpler to calculate or something?
-
My new carrier. Max speed 25m/s, features a working elevator and enough room for at least 10 planes. 270 parts
-
22 minutes ago, Azimech said:
Good job! By the way ... do you know how to add images directly?
No, I haven't used the forums for a while. How?
-
1 hour ago, Azimech said:
My new BB-02 "Bellatrix" together with my CL-01 "Tau Ceti". The old battleship was too complex & part heavy. The new one is less beautiful, heavier, wider and longer.
[snip]
Very cool. I just built my first test frigate, it goes about 25m/s
-
On 1/19/2016 at 7:37 AM, Azimech said:
You can send your ships to me, I wouldn't mind taking a look at them, maybe change a few things and write some tips.
My test setup:
I set all of the side plates to "start" upon pressing 1. I have enough electricity to last a test.
-
I seem to be getting a massive fps drop when changing the max physical time ratio.
-
8 hours ago, Azimech said:
Hmmm ... I'd like to see a list of mods you guys have installed. Maybe there's a mod that conflicts/alters the buoyancy system.
I don't have any mods that really mess with the physics, just BD armory, weapons, your mod, and Kerbal Foundries and Infernal Robotics.
Edit: your test ship works fine, but when I try to build my own, it sinks.
-
On 1/17/2016 at 0:47 AM, Azimech said:
Yeah I should create a FAQ about this one. Inside the KerbPaint/Plugins folder there's an old version of ModuleManager. Delete that one and make sure you have the most recent version in Gamedata.
I'll test the stock frigate again, maybe I've made an error somewhere.
Ok, thanks. I'm also having the problem of the ships sinking when they hit the water, even when I turn on the pumps. Are there any step-by-step instructions for this?
Thanks in advance.
-
Awesome mod, though my FPS sucks with it. Oh well, I guess I have to wait for 1.1, I guess.
Also, I tried using kerbpaint with this, but when I put it in the gamedata folder, KSP loads very slowly. How do you use it?
[1.12] Stockalike Station Parts Redux (June 12, 2022)
in KSP1 Mod Releases
Posted
Could you add the USI_ModuleRecycleBin module to the USI patch for the next release? I've noticed that the materialkits from disassembling parts don't go into the this pack's containers be default; I added the module in myself.