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Kendrick

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    Rocketeer
  1. Gave jeb a mallet and 3 stakes. first one fell in to the ground and 2nd stood upright but was not counted by the can till i had an eng stand next to it it then became her base
  2. taniwha, I was building with one the other day but then added city and broke all building whacked city and updated all the mods i had previously and now its still not working figured i would ask since i vaguely remember some mention of a issue with survey stakes. [Edit] Bah got a case of the stupids.... engeneer must put steak in. jeb got one stuck in the ground upright even... thought oh i put in a steak....
  3. survay stakes working in current release? I just had a kerbal place a stake and the survay can is not finding the stake.
  4. cicatrix i couldn't get their grab hooks to work right harpoons work for me though ?! and if under gravity don't retract to lock
  5. Good luck, I just found this due to the ongoing debate in mks about the 50th kerbal costing a full load of karbonite. I got super hyped till i noticed it broke epel. Cant wait till the 2 work together. the construction drone looks very interesting. I see another builder like me... I made a little rover with 2 domes and 120 pop for my first creation with this mod.
  6. Rover is it intended to nerf the science by only allowing 1 science station to run at a time per vessle? I have a space station with 5 labs but can only use 1 at a time no matter how many scientists/data i have. when 1 of the labs hits 500 data all of them say nope cant do it. I just picked up 15 data points from the mun and converted about 3 to data but Im now stuck waiting for that 1 lab to process it out. for any other lab to do any thing [Doh just noticed other posts mentioning that it works that way.]
  7. DAGNABIT you gave me hiccups from that picture i laughed so hard.
  8. when all your craft start with 5M starlifter parts.
  9. You sir get extra special cookies, double if you know about the tonganoxi split. I had a miner explode on me because of phisics loading after it filled up with 300k$ worth of ore I am assuming it decided to squish the engines but not sure. have you tried the sr docking ports? i find those tend to slide off craft reaaly easily had to strut them to all my craft Jonrd all my spontanious explosions with 1.0.x were with new stock parts. the parts bay was exploding my craft. had 2 batterys in it and a mini k tank as soon as the launch pad loaded blam i lost my control node that was sitting atop the craft.
  10. hehe I have to use the heavy landing gear to do that. I put them on the torch engines and then after it lands retract gear so far that has been decent. though I strut the dickens out of the underside but thats 1/2 due to reloading phisics while in flight. had one lunar base fall appart in mun orbit due to loading the game. now that half my part count is struts i dont have that issue
  11. when your mining platforms demand daily walkies beyond the confines of the launch pad before they do their dutiful digging. https://youtu.be/F3oN5JM4QXQ
  12. stupidity for the win. productivity is absolutly killed by stupid people... just got a chance to test that shipyard with 1 completely smart pilot 1 half stupid eng and 1 completely stupid eng. all 5 stars. starting productivity was 1.6 with all 3 in there. moved both eng to the other part of the ship and productivity went to 1.8 moved the half smart eng back and it went to 2.6 ship prod is now -1.3 with stupid manning the rest... was at .4 positive with all 3 in the launchpad. looks like im gona have a ton of manned resource probes in the near future to use up the stupidity in my applicants list. That beig said looks like the oks/mks inflatable work shops for extra productivity wont make a difference for the launch pad oh well just means i need 4 really smart eng.
  13. Tarheel good point I may have to check that part out on mine. taniwha I wasnt sure since the launchpad was at 2 but the manufacturing plants that had 2/4 kerbals in it were at 12-16 productivity. I think tar might have the point though. I just threw every kerbal i had available to try and speed things up. I will have to keep an eye on stupidity and stars to see what happens
  14. productivity, The shipyard is running at 2.0 vessle is 19 any idea why the difference is? I added 6 oks workshops to the ship to up the shipyards ability, also is it possible to load kerbals on the shipyard? i have 10 kerbals on the ship.
  15. Rover back on those dynamic messages... is it expected to have the shutoff button disapear due to lack of energy... ie making it so you cant turn off an object since it is out of energy? I had a set of drills running and the probe didnt have much solar/batery so they would only run during the day at one point i decided to take off but due to lateness in the day it was low on energy so attempted to shut drills off so it would have energy to fly again. no luck since no buttongs to turn it off with.
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