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  2. I might be wrong here, but the first problem I see is that out-of-focus vessels are basically ignored by the game engine and resources on that vessel can't be seen by KAC until you load them (and only then are the resources recalculated). This, of course, defeats the purpose of your feature. I suppose it's a similar reason to why you can't execute a maneuver node without jumping to the vehicle.
  3. Thanks, the UI scale thing really helps on 4K monitors! I did notice one little oddity though -- unexpectedly, this change not only caused this mod's windows to scale up, but also some other mods I have installed as well! I'm not sure if this is a bug or a feature... lol... it works great when those mods weren't already scaling, but not so great if they were already scaling themselves up.
  4. Is it possible to get extremely old versions like 0.7.3? Also, are there any experimental versions prior to 0.7.3? I saw images of versions prior to 0.7.3 on the wiki.
  5. Where’s Walter Keronkite when you need him? OTOH this feller certainly gets around...
  6. Today
  7. Nertea's Stockalike Station Parts Redux has 1.25m, 2.5m and 3.75m sized habitats, that can go up to 16 passengers each or so. Some of them come pre-packaged for launch and need engineers on site for orbit assembly. Keep that science coming! Ven's stock Revamp also adds a couple of habitation modules, one of which is a can capable of holding 10 Kerbals. If you are using something like Restock and don't want to play with the whole mod, just choose to install the new parts. Both mods have USI_LS support. Now..for supplies. 50 Kerbals consume around 540 supplies per day. You can use personal RT-500 recyclers in the station to bring that down to 216 supplies per day, for a mere 25ec/s. An 18t 3.75m supply tank can support that population for 70 days. Adding 5 PPD-F412M agroponics modules will cost you 21t and another 16.5ec/s, but will get your net consumption down to 38 supplies per day for the station, stretching your supply tank out to 394 days. To get this you will need a total of 6382 fertilizer. Assuming then that you launch your agroponics modules full of fertilizer, you will need to bring a 2.5m fertilizer tank with you (and some change) for an addition of around 5.5t. So, with this architecture, your support infrastructure will weigh around 50t total and need a constant 42ec/s to function. Total part count for it is 57-58 parts. 50x RT-500 Recyclers, 5x PPD-F412M greenhouses, 1x 3.75m supply tank, 1x 2.5m fertilizer tank, 1x 1.25m fertilizer tank (optional). For maintenance, you will have to do one re-supply mission per year or so, carrying 15k supplies and 6,400 fertilizer. Mulch is free. It is possible to exchange ec/s and weight for part count total, by substituting the 50 RT-500s for 10 RT-5000s. This will make your colony completely stable, since your net consumption will be 156 s/d and your supply production will be 178 s/d. In that case, your support infrastructure will weigh around 77t total and need a constant 204ec/s to function (much more difficult to do on Jool with a solar grid, but still tame for nuclear generation). Total part count for it is 16 parts. 10x RT-5000 Recyclers, 5x PPD-F412M greenhouses, 1x 3.75m fertilizer tank. That is enough to last you for 925 days or about two Kerbal years. For maintenance, you will have to do one re-supply mission every two years or so after that, carrying 15,000 fertilizer. Hope that helps, cheers.
  8. Everything is great and simple. Is it possible to add a few amenities? 1. Ability to move the mod control panel. 2. Add 2-3 mode switches. (E.g. Night/Day / Stream) Thanks for the mod
  9. Could we see a screenshot of what you're describing?
  10. Thank you for attempting to help, but by now the initiator of this thread has either solved the problem or moved on.
  11. What are the seas of JNSQ Eve made of, anyway? Every time I see them, I can't help but become curious.
  12. How am I supposed to know what things are if the Action Groups text is cut-off with an ellipsis and there is no hover text? This is stupid. The Action Groups are already confusing enough for new players, why hide text without providing hover text? Or, better yet, let me resize the width of the 3 columns. As of now, they barely use 25% of the width. So, what is the missing text in the "Toggle/Enable/Disable Same Vehicle Int..." entries that seem to be on every part? Or the "Toggle Independent Th..." entry on airplane engines?\ How am I supposed to figure this out? Do they really expect me to just know? Or guess? Or post on here every time? Terrible design.
  13. 1.24 (December 6th, 2019): [Change] Add a workaround for #354 to not get GUI freezed. [Fix #352] Incorrect calculation of resources on the equipped items.
  14. KSPDev Utils v2.1 2.1 (December 6th, 2019): [Fix] Properly handle the "zero variant selected" case. [Fix] Don't fail the OnGUI thread if any of the actions failed.
  15. That is why I reach for official craft file,I do building things in VAB however I am not satisfy with it. Anyways looking forward to the next update
  16. TKS and Salyut were both recently(ish) updated, you'll have to wait a bit for the craft files for these (maybe I'm completely wrong and they're already made, I don't know because I don't have any need for craft files). Plus, isn't part of the fun making the crafts yourself? Tantares is stockalike and straightforward, so if there aren't craft files it shouldn't be too hard for you to just make your own.
  17. Well just back to this mod,and I wonder where are the rest of the craft file like TKS,Salyut stations and almaz station.Since I am not familiar with building thingy.Cheers
  18. Probably going to quit this. I am enjoying the career mode, but I'm not so thrilled with the "build things cheap" Mentality. I've had a concept in my head for a while now and I think I now know how to pull it off. But first, I want to finish the main story of Orbital Negligence
  19. Abandoning Eve Crew attempt for now. I got the week of the 16th of so I can see how many videos I can get published by then. Looking at a trip to Moho and Dres, as well as the Eve crew attempt. Stay tuned for those three episodes
  20. Abandoning Eve Crew attempt for now. I got the week of the 16th of so I can see how many videos I can get published by then. Looking at a trip to Moho and Dres, as well as the Eve crew attempt. Stay tuned for those three episodes
  21. New release, 0.5.3.2 Fixed Scenario module, was causing nullrefs and preventing anything from being done in the game
  22. @Critter79606 I just released a fix for the LaunchNumbering mod, 0.5.3.2
  23. If the rocket has a high amount of mass, and put up into the sky using VesselMover, then it will fall, probably killing everyone onboard the rocket.
  24. Just released REX. Most likely, there are kinks and issues that need to worked out that went unnoticed, so be aware of that. Also yes it's for KSP 1.6.1 don't hate me
  25. Not gonna lie...doing such thing is awesome...i hope you can go to greater heights...
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