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  1. UNDER CONSTRUCTION Download on SpaceDock, Github or Curseforge. Available on CKAN. MoarKerbals (MK) Populate your colony in space! adopted for curation by zer0Kerbal - Originally created by strideknight Kerbthulhu Kinetics Program's MoarKerbals Populate your colony in space! This mod installs a Klone Bay that you can use to replicate new kerbals wherever you feel like. It takes a fair amount of electricity, and when combined with USI's MKS mod or TAC Life Support, it will require biomatter as well. There is a small chance for a freakish accident to occur, which can be disabled in the part's .cfg file, or you can just quicksave before kloning This is a fairly simple mod that adds the ability to use resources to create a new kerbal. Requires resources and the presence of a living kerbal. There's a small chance that an accident can happen - this is experimental technology after all. You can disable accidents or change the requirements in the part's .cfg file if you want, or just save before operating. MoarKerbals adds two parts: orbital station ground station (Klone Bay) It requires a large amount of electricity to operate, and [strideknight] has always played with Roverdude's MKS and TAC's Life Support, so it automatically integrates with them to require Biomass or other materials. Also, [strideknight] included configs for the Community Tech Tree. Both require ModuleManager to integrate. MoarKerbals was inspired by [strideknight]'s desire to have a small colony of Kerbals living in zeppelins around Jool who populate the planet, evolve their own society, and then to go to war with the "grounders" back on Kerbin. This is [strideknight]'s first mod and it runs fine installs, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy! Known issue Because [strideknight] used the stock lander can for internals, which is only sized internally for two, if you clone a third kerbal into the bay it won't show up in the kerbal profiles at the bottom right. They will show up properly once you transfer them to another module though. Features No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Installation Directions Use CKAN Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program v1.7.3, may work on earlier versions Depends Module Manager Recomends KerbalStats Community Resource Pack Suggests Mining Expansion Hot Beverages Irradiated KGEx (coming soon) B9StockPatches Kerbal Inventory System Kerbal Attachment System Not So SimpleConstruction (NSSC) Infernal Robotics - Next SimpleConstruction Not No SimpleConstruction (NSSC) SimpleLogistics On Demand Fuel Cells (Refueled) Supports Kerbal Change Log USI-LS MKS SimpleLife Conflicts KKPsMoarKerbals Screenshots Javascript is disabled. View full album License Source: GitHub License: Attribution-NonCommercial-ShareAlike (CC BY-NC-SA) All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses DNA Icon made by Freepik from CC BY 3.0 Textures originally made by RoverDude distributed under the CC 4.0 BY-NC-SA, and modified by strideknight Original: Thread: Source/License: Source and license are included in the zip.) v1.3.1.0 original: 11 Aug 2018 zed'K | updated: 09 Feb 2020 zed'K
  2. Hi everyone, I have the OPT Spaceplane mode. Whenever I design a spaceplane or any cargo plane with a cargo ramp, it spawns like 500 feet above the runway and starts falling. If I replace the cargo ramp module with a normal tail, the craft spawns correctly on the runway. Anybody seen that and knows a fix? Regards, Chris
  3. A new asteroid spawns, with the perfect orbital parameters to flyby Kerbin, maybe even touch the atmosphere or hit Kerbin itself! The end of Kerbalkind approaches, while the player on the other hand is trying to build a ridiculous tree swing on one of the Mun arches... I am looking for a mod which will add a contract for every asteroid that is on a near pass trajectory with Kerbin. These contracts get completed once the Asteroids trajectory is no longer a threat. It should be simple: - Default: If you don't want to do it, then just don't take these contracts. If you do take them, you get the usual penalty for canceling them etc. - Hard: These contracts are forced upon you, there is no backing out. Long term time-warping will be a real problem this way, but to each his own. Maybe you HAVE to leave a kerbal behind on each asteroid, their name changing to Bruce Willis for a moment