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Everything posted by SlimJim89
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SlimJim89 replied to RoverDude's topic in KSP1 Mod Releases
Problem fixed! Is there an issue btw on the self-induced sliding of certain base parts? Seem to be some drag modifier. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SlimJim89 replied to RoverDude's topic in KSP1 Mod Releases
Alright! I was relying on the startup notifications a bit too much I think. Cheers -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SlimJim89 replied to RoverDude's topic in KSP1 Mod Releases
For USI-LS: "VERSION":{ "MAJOR":0, "MINOR":5, "PATCH":21, "BUILD":0 }, USI-MKS: "VERSION":{ "MAJOR":0, "MINOR":50, "PATCH":15, "BUILD":0 }, The 'bubble' is the MKS Inflatable Storage Module. I don't have a full stack of the error, I only seem to get the basic exception message in the console. I doubt a full stack message is generated somewhere? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SlimJim89 replied to RoverDude's topic in KSP1 Mod Releases
Debug console shows "Object reference not set to an instance of an object" whenever I try to deploy the inflatable ground habitat/agriculture/workshop modules. The inflatable logistics bubble seems to work fine. Might be something off with the required variables for starting the deployment animation/function. You guys recognize this? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SlimJim89 replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the answer! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SlimJim89 replied to RoverDude's topic in KSP1 Mod Releases
Can they be connected with a single logistics module if I keep the 2 bases at a distance of 3.8km and put the the logistics module at 1.9km away from each base? Avoiding planetary logistics entirely? Logistics module range is 2000m afaik. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SlimJim89 replied to RoverDude's topic in KSP1 Mod Releases
If I have a base with the Kerbitat and efficiency modules at a certain spot in a Mun crater, can I connect a "farm station" with it if I put the farm station ~5km away? Do I have to use a logistics module(s) in between to connect them? Will bases 5km away from eachother share resources? Have I missed some feature? -
I see it's possible to merge 2 ports together, but: Can I weld 4 or 6 docks at the same time? (2-3 pairs) That would make for some interesting designs to say the least. If not, and I try to merge pairs, one at a time, between two vessels, will the Kraken attack me?
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
SlimJim89 replied to RoverDude's topic in KSP1 Mod Releases
Are these new engines added now? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
SlimJim89 replied to KospY's topic in KSP1 Mod Releases
Is there I chance we could get a variety of KIS containers, like flatter ones that fit well for longer surfaces, and rectangular 1.25m/2.5m/3.75 (and rounded)? -
Request: toggleable Lights for the windows of your parts would be lovely
- 786 replies
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
SlimJim89 replied to alexustas's topic in KSP1 Mod Development
Great news! -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
SlimJim89 replied to sumghai's topic in KSP1 Mod Releases
Maybe possible to do an easy fix by adding a resource parameter? Just copy what's from the stock 2.5m shield? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
SlimJim89 replied to girka2k's topic in KSP1 Mod Releases
Hi! If I remove nodes from my huge welded part (consists of 2.7k parts) Can I solve some of my memory-related crashes? Looking at the .cfg file and thinking I could remove 95% of the nodes that I won't need. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
SlimJim89 replied to UbioZur's topic in KSP1 Mod Releases
Hi! If I remove nodes from my huge welded part (consists of 2.7k parts) Can I solve some of my memory-related crashes? Looking at the .cfg file and thinking I could remove 95% of the nodes that I won't need. -
[1.12.x] Freight Transport Technologies [v0.6.0]
SlimJim89 replied to RoverDude's topic in KSP1 Mod Releases
Hey Roverdude, here's vid where I'm using your lovely torchdrives. 4 of your 5m in fact. Ship has like 0.90 TWR lol. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
SlimJim89 replied to K.Yeon's topic in KSP1 Mod Releases
Wanted to share this btw http://gfycat.com/HopefulUniformBeardedcollie -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
SlimJim89 replied to alexustas's topic in KSP1 Mod Development
Thanks, this solved my issue!! -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
SlimJim89 replied to alexustas's topic in KSP1 Mod Development
Where do I find that and where do I put it? -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
SlimJim89 replied to alexustas's topic in KSP1 Mod Development
Anyone around here who've gotten the RPM to work? I've installed the JSIPartUtilities fix which solved the issues with the wheels. But the CrewCarbine seats and monitors from JSI are all missing for me. I also got the patch from MOARdv. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
SlimJim89 replied to K.Yeon's topic in KSP1 Mod Releases
K.Yeon, the Valkyrie inspired my ship from the previous page too it's a really beautiful ship that actually looks like it can enter an atmosphere at high speeds with no issues. You'll have an engineering problem however as far as the VTOL engines are concerned, and also the front part of the ship will require engines to keep it upright. Gah I really should stop playing KSP and get into moddelling I've made stuff like this 1 2 3 a year ago. Maybe you could help me get started I've made a set of landing legs I mean to complete first though. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
SlimJim89 replied to K.Yeon's topic in KSP1 Mod Releases
Hey K.Yeon, I still very much appreciate your work. I have a plea to make though! Don't ditch the parts you've made! Especially the cargobay which had an integrated ramp plus its middlepiece. I have a few suggestions to make for you regarding those things. For reference, check this video out: I scaled up the parts from your earlier release, which now can accomodate 4x MKS kolony modules or a single large Kontainer from the FTT pack. Your parts are really beautiful and functional, and I believe they can get really good if you'd consider making them in such a way that the JT parts can be mounted underneath the standard J-parts, with integrated landing gear also. At the end of the video I use the current incarnation of your gear as actual landing gear for a 200 ton ship. I really think you should consider reworking these parts to this size, and keep older parts like the cargohold which I've placed right behind the cockpit, as it's brilliant for heavy rovers like the ASET rover. I really believe that you could do something cool, fuselage-wise, with a fuselage that can be placed underneath the standard J series, and perhaps even more efficient at accomodating large cargo. I'll demonstrate this soon for you -
Here's the vid. As you can see 1 minute in, after I've activated your mod the ship starts to enter some heavy swaying. I've tried what I can, and perhaps it's a design issue. I don't have any loose parts though. I do however have 400 SAS torque, and I havent tried deactivating all but the cockpit. Might give that a try!