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NihilRex
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Everything posted by NihilRex
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
NihilRex replied to Angelo Kerman's topic in KSP1 Mod Releases
It was mentioned a few pages back, I think he said it would be fixed in next release. -
I think I'd remove the yellow, and just put a note that Kerbin-Capture\landing costs can be reduced by Aerobraking.
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
NihilRex replied to Angelo Kerman's topic in KSP1 Mod Releases
Correct, if we have an Orbital base unit, I think attachment nodes would be awesome. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
NihilRex replied to Angelo Kerman's topic in KSP1 Mod Releases
Can we get 4 face or corner attachment nodes for the orbital base? As variants maybe? I hate trying to surface attach precisely in the center, when I know that if I mess up it will gnaw at me endlessly. -
parts [1.12.x] Asteroid Recycling Technologies
NihilRex replied to RoverDude's topic in KSP1 Mod Releases
You mean the Amplified Rock Control System? The description text of which says "NO FREEBIRD!" ? -
I use MKS\OKS. You need basically the 5 new Mk3 modules, and some drills, as well as the launchpad structure. This totally ignores all life support considerations. Mine everything, turn on the converters. Activate the launchpad. Open the EL controls, order the ship built, wait (could be a while) till it is done, launch.
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Are you using MKS\OKS or just Karbonite and Regolith?
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
NihilRex replied to Angelo Kerman's topic in KSP1 Mod Releases
I removed tweakscale, and now the MBM and MCM work fine... could those be the conflicting problems? -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
NihilRex replied to RoverDude's topic in KSP1 Mod Releases
Actions Everywhere was throwing log errors and play errors on my still, so I removed it and some other things. Just an opinion, no real evidence -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
NihilRex replied to Angelo Kerman's topic in KSP1 Mod Releases
Hey Angel-125, just a note, the EPL costs of your Modules+Base tends to be a bit lower than the equivalent MKS module+base. As I have no clue how EPL costs are calculated, I can't guess as to why this is so. -
Roverdude has said he is working on that part. If you go into the Kolonization directory, you will find EL_Config.cfg, and you can remove the following lines to re-enable those parts. No guarantees made that they will work, I havent tried it myself. @PART[ELRecycleBin]:FOR[Launchpad] { TechRequired = unresearchable category = -1 } @PART[ELRecycleBin_Large]:FOR[Launchpad] { TechRequired = unresearchable category = -1 }
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[1.12.x] Freight Transport Technologies [v0.6.0]
NihilRex replied to RoverDude's topic in KSP1 Mod Releases
Throttle COntrolled Avionics. Not updated for .90, no posts on whether it works. http://forum.kerbalspaceprogram.com/threads/67270-Throttle-Controlled-Avionics-1-4-0-25-0-%28October-14%29/page14 -
Umbra Space Industries - (Roadmap and WIPs)
NihilRex replied to RoverDude's topic in KSP1 Mod Development
Rover - Can you possibly give those of us not in the loop an idea of what would be nice, profit making things to return to the KSC for a profit? Preferably ones that don't require a trip to Eeloo to get... -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
NihilRex replied to Paul Kingtiger's topic in KSP1 Mod Releases
{Engage PsuedoScience Voice} Hydrogen is very less dense than the other items in stored in the wedges, so the compressed storage tanks require a lot more metal to keep from going KABOOM when you do not want it to. {Disengage PSV} -
If you can automate to \Mod\StandardSubCategoriesFromFunction that would be fricking awesome.
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[1.12.x] Freight Transport Technologies [v0.6.0]
NihilRex replied to RoverDude's topic in KSP1 Mod Releases
Very nice craft! Of course, now Im tempted to add Rotatrons, Aerospikes and Nukes to make it an interplanetary VTOL. -
[1.12.x] Freight Transport Technologies [v0.6.0]
NihilRex replied to RoverDude's topic in KSP1 Mod Releases
Please just tell me it was squashed in 0.3.0 -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NihilRex replied to stupid_chris's topic in KSP1 Mod Releases
Lextacy - 1. Spare chutes is the number of times the chute can be repacked. They add weight and cost, however. 2. "Parachute parts used" is to help calculate the size of the chutes. If you use 2 chutes, but leave it set at 1, the chutes will be too large for your goal, but you shouldn't crash, instead you'd probably just take forever to land. If you get a message about being unable to set the parachutes because its at max, increase this number, and add more chutes to match this setting. Drogue chutes - Set a target altitude and speed. The chute will try to slow the ship to that speed, at that altitude. Main Chutes - Set a landing speed, chute will attempt to land at that speed. PreDeployment and Deployment Altitudes - How high up the chutes will open. Autocut Altitude- at what altitude the chutes will cut on their own. That should cover most of it.