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Maneuver Node AP and PE
J3ansley replied to neilcomara's topic in KSP2 Suggestions and Development Discussion
For real. I'm hoping someone does a Precise Manuever Node type mod for KSP 2. I didn't realize how much I need that mod. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
J3ansley replied to RoverDude's topic in KSP1 Mod Releases
You need an engineer (I think at least level 1) outside to swap. In this case you need 1 specializedpart, 5 Material Kits and 5 Electric charge on the vessel. -
This is an awesome mod thank you. I'm liking it much better than Precise Node and that's a must have for me. This is great. When I hit keypad 0, it will change increment but only down, and won't cycle. So, if I use it it will start at 100 lets say and then go to 10 but I can't get it back to 100. If I hit keypad 0 a hundred times it will stay at 0.001. Is anyone else having this or is it just me?
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You also need the rest of the things Roverdude bundles with this mod. You're missing USI_Tools, community resource, module manager, etc. Those should be in game data separated from the Umbra folder. So you should have more than just the two folders in Gamedata.
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I could be reading this wrong but it sounds like this affects individual kerbal a and not really the part. For instance. You have a kerbal in a lander can and leave him somewhere. In X amount of time, if you've toggled, he will commit suicide, quit obeying you, become grumpy, or get pissed and invent teleportation and end up back in KSP. If you send another kerbal to replace him in that same part then she will last X amount of time before she does whatever you toggled. If that lander can has a habitation ring (or any other part with space) attached to it then it will be X+Y time before they get pissed.
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I like this idea. I'm with other posters mostly. I'm very against #1, mildly against #2 (I play to keep lots of room so it won't affect me though), and would be happy with #3 but probably won't use it much. Thanks for all you do.
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That looked fun to do once. Episode IV quote wins the internet.
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Rescue missions Sending me to Probe cores?
J3ansley replied to Admac's topic in KSP1 Technical Support (PC, modded installs)
Me too. Gotta get that grabber and bring her back. it is annoying though. -
[24.2] Karbonite Ongoing Dev and Discussion
J3ansley replied to RoverDude's topic in KSP1 Mod Development
Are you saying this would be an extension of OKS/MKS like Karbonite + is to normal Karbonite? If so, then my vote is absolutely yes. -
[24.2] Karbonite Ongoing Dev and Discussion
J3ansley replied to RoverDude's topic in KSP1 Mod Development
Holy moses that trick is amazing. I'm running TAC LS and EL so I think the boxes are longer than your normal run. But for me the longest box is the Assembly Plant. It has 4 lines per MEP output along with the normal "Control From Here" and RT2 SPU lines. -
[24.2] Karbonite Ongoing Dev and Discussion
J3ansley replied to RoverDude's topic in KSP1 Mod Development
1. I don't mind consumables if it's say ReplacementParts or something that you already have. I'm pretty close to the resource max for my play interests. When I click on an OKS part the infobar already goes down past my screen and on some I can't see half the box.Too bad we can't move those infoboxes around. With that said, consumables, nor the difference with small vs large drills will add any enjoyment to my play. I'll add more X consumable which will make me take more fuel and that's about it. I guess with the small drill limitation, I'd only drop a rover down on the heavier concentration parts and not bother with exploring outside of that area. 2. Sounds promising I guess, but I am not at the level of play where I do much rovering around. So, hopefully I will still be able to get karbonite without this. I tried the K+ surveying and it just increased this time sink of a game by a magnitude which means I don't use K+ at all yet. 3. What exactly do you mean by "Additional exploration and deep drilling"? I think this would force me to placing a singular base with a couple mobile miners spread out and then using the logistics hub more. Maybe if there was a tier'd system with your drills. If the drill had say 100 Basic Machinery or something then it can drill this much area. After the area is consumed maybe you could "upgrade" it with Advanced Machinery and then Spec Machinery too? Maybe have it set up so a straight vertical drill would not need anything, but if you wanted to increase your area of drill then you need to consume Robotics and Adv Machinery. In order to increase the rate (say sim Frakking) then you need to consume Robotics, Spec Machinery and water.