Jump to content

Angelo Kerman

Moderator
  • Posts

    8,734
  • Joined

Everything posted by Angelo Kerman

  1. In that case, don't use the MOLE docking ports. Like I said, I don't have any problems with them, but you do have other docking options. My guess is that you have a mod conflict. I just re-tested all the ports and the Mk1 port can indeed dock with a stock docking port Jr.
  2. Heisenberg isn't really made to be a supercarrier, it's more designed for the Aeris-type craft. The airship is sized so that you can build it in the stock SPH, and even then it's a bit unwieldy. So for really large airships you'll have to use tweakscale or multiple hulls. Even then it gets unwieldy; the KSS Long Beach is the biggest craft I've made with Heisenberg and the craft kills frame rates. So think small, not enormous, when it comes to aircraft built for the airships.
  3. I'll need logs and a full mod list. I've no issues with transferring kerbals in and out of the parts.
  4. I suggest building airships in the SPH, not VAB. I've not had any issues with placing and replacing parts. I can fit tiltrotors into the airship hangar bay: Heisenberg also already has parts that let you make truly large hangar bays if desired. Simply string several hangar decks side by side and use the single-sided flight deck parts and the no-side flight deck parts.
  5. I don't see those issues. I'm able to dock two Mk1 ports together just fine along with the Mk2 and the DR-18. I accounted for off-word production of vessels with BARIS (I use EL as well). When you build off-world, you've effectively gone through vehicle integration and your part quality/vessel reliability will reflect that.
  6. Outstanding! Nice to see that you can make use of so many parts at your base.
  7. Nice to see your props returning! I especially like the sunglasses. I was going to make a hairpiece like this: Any tips?
  8. There's probably a bug somewhere, when the Wagon is compacted it shouldn't be holding resources. The Buckboard 6000 is supposed be equal to two Buckboard 3000s, while the Wagon is about 6 Buckboard 3000s. To transfer the resources, you can do several things including: Dock your rover to your base. Use KIS (Pathfinder is built around KIS). Use Pathfinder's resource distribution system. To do that, each part needs to have its resource distribution set up. You can do this through the Manage Operations button or the Setup Distribution button on each storage part. For each resource, you can Share, Consume, or Ignore the resource. Share will evenly distribute the resource to all parts in physics range that are sharing the resource. Consume will fill the part's resource to capacity. Ignore will ignore the resource for distribution.
  9. It will be bundled with my mods but also available standalone, yes.
  10. I made promo images for my latest project: And yes, the name- and the mod- was inspired by Buzz Aldrin's Race Into Space.
  11. It is possible that another mod is blocking things, but yes, the patches should be applied automatically. Definitely possible to add the strip miner, it's all just a bunch of templates. Pathfinder's resource distribution system is totally independent of MKS.
  12. Last set of help pages: BARIS is just about ready to roll out! Remember BARIS IS DISABLED BY DEFAULT! NO CHANGES WILL BE MADE TO YOUR GAME UNTIL YOU ENABLE IT!. While BARIS is integrated into my mods, it will be available separately.
  13. Check out MM_Drills.cfg in ModuleManagerPatches. It should already have a patch for the drill switcher.
  14. Yes. Take a look at the MOLE lab or MOH config files. there is a field called resourcesToKeep. It specifies which resources to not get rid of when you change the configuration. I debated whether or not to add my own skill, but my policy is to use the stock skill sets wherever possible, and the RepairSkill fit the bill perfectly. Engineers are really helpful when your stuff breaks down.. Works just fine for me, it's a simple stock converter that takes water, fertilizer, and electricity to make plants. Currently the Buffalo mod doesn't have an experiment lab. The Crew Cab serves as a portable geology lab, but not a general purpose experiment lab. I might add a Wagon-like expandable module at some point that can serve as a mobile laboratory though.
  15. Just like any other resource. There are Snacks containers in the Payload category if needed.
  16. Thanks, I'll fix that in the next version. You're welcome to create a calculator and post it, though if you look in the WildBlueIndustries/Snacks/Docs folder, you'll find Snacks Trip Planner.xls. It's a spreadsheet designed to help you plan.
  17. I think it's Bob "Grills" Kerman, taking a bunch of supplies (and possibly a camera crew) to the arctic base. Jeb probably can't last too terribly long out there without food and such. If it looked like he stole the transport, he could go hang out with Jeb and "join" his cause while secretly keeping an eye on him and reporting in...
  18. Yup! It's all done with config files, and the event card format will be documented on the wiki page. Also, event cards can be completely disabled if desired.
  19. I don't know why there would be a mod conflict, I use a lot of stock modules. I use Science Relay in my career save and don't have any issues. Also, new KSPedia entry: What I don't say is that event cards are definitely inspired by the Liftoff boardgame and the news reports you used to get during Buzz Aldrin's Race Into Space.
  20. Thanks! It will be bundled with my mods but also available stand-alone. When inserted into an existing save, new and existing vessels will start to experience wear and tear. The state of the parts does not affect recovery funds. You need a minimum of 3 crew members to run the lab.
×
×
  • Create New...