lancejammer
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
lancejammer replied to Galileo's topic in KSP1 Mod Releases
Not yet. The new version of Kopernicus totally changed how everything works, so they need to make a lot of updates to this planet pack before it will be operational in 1.3- 7,371 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
lancejammer replied to RoverDude's topic in KSP1 Mod Releases
I'm coming back after a bit of a hiatus, and I had a few questions (whose answers I hopefully didn't miss while scanning over the last few pages): 1) It sounds like there's a pre-release that's close to being made official. Are there any release notes for that? Or will it just be bug fixes? 2) Ground Construction is now bundled in MKS... does that mean I no longer need to use Extraplanetary Launchpads in order to build stuff onsite? 3) The new AC hiring system is flippin' awesome! I'm 95% sure that Courage and Stupidity ratings do not apply to MKS, but is that officially confirmed somewhere? Thanks!! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
lancejammer replied to RoverDude's topic in KSP1 Mod Releases
I was going to ask what those other criteria were, but then decided to go figure it out myself. Now I'm posting it here, so that others can be as lazy as I initially wanted to be! Any Kerbal on a planet that has a Kolonization level of 500% and is in a vessel with a habitation rating of 1 year or more will be immune to habitation effects, as this world is now 'Kolonized'. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
lancejammer replied to Thomas P.'s topic in KSP1 Mod Releases
Thanks @Thomas P., super-appreciate your quick work on this update! -
Yep, love the new fertilizer tagline The newest update has fixed all of my previous issues with weird consumption rates. I've transferred Kerbals to different parts of my bases, added new parts to those bases, added more Kerbals to bases, and even did some docking over Duna... everything looks to be operating correctly so far! And I also have the similar issue as Kobymaru, where my base that was created during the previous version of USI-LS now has a home time of 94y. More of a perk than a problem for me right now though... makes it a lot easier to test stuff out on Duna when my resident Mark Watney has no real interest in ever going home
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Sorry, I wasn't very clear... I meant that it would suck to have your current Kerbals suddenly die off once you finally do decide to install life support. For now though, you should be fine
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Your question may be better suited for the MKS thread, but I'm not here to split hairs The main issue I want to flag for you is that you will need actual Kerbals onsite in order to begin producing the materials necessary to build Material Packs. In fact, you'll need Kerbals to produce the refined goods (Chemicals, Polymers, Metal) as well. And you'll also need actual Kerbals onsite in order to build something using EPL and stakes. Therefore, it may not be in your best interest to skip life support now, only to add it in later once you have your "infrastructure" set up. I'd imagine that you'll be really disappointed to see all of your Kerbals suddenly die off (er, get grouchy and quit) in your massive Mun-based factory just because you're missing a few key pieces of the life support cycle process But hey, it's KSP, so you do you! To answer your question, you're going to need to be able to drill up Raw Materials (water, substrate, minerals, the other one), as well as Exotic Minerals and Rare Metals, and have a good power source in place. Then you'll need Kerbals onsite to turn that stuff into Material Packs and Specialized Parts. I think that's the bare minimum you'll need to have a functioning EPL base. Again, I recommend checking out the MKS thread for more information.
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I actually agree that the science rewards needed to be reduced a fair bit, as they really didn't fit in with the rest of the stock contracts. For those of you bemoaning this loss (as I probably will when I start my next fresh game) I would strongly recommend looking into using the Mobile Processing Lab. Combined with all of DMagic's extra experiments, just throw one of these up on Minmus with some wheels/rockets and biome-hop your way to the scientific high life. Or, just edit the config files. Ain't no shame in playing the game the way you wanna play it.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
lancejammer replied to NecroBones's topic in KSP1 Mod Releases
Hey NecroBones, big fan of your stuff! I noticed a small error in your CTT config file: @PART[sYSRB_25S]:NEEDS[CommunityTechTree] { @TechRequired = veryHeavuRocketry It's easy enough for anyone to fix on their own (spoiler alert: replace the "u" with a "y"), but I just wanted to flag it for you for your next update. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
lancejammer replied to RoverDude's topic in KSP1 Mod Releases
Yay, excited to try it out!! ...and I hate to be "that guy", but the OP could use an update as well now -
[1.0.x] BatteryIndicator (2015-02-09)
lancejammer replied to pizzaoverhead's topic in KSP1 Mod Releases
Amazing idea; thank you for making this! Quick question... does the color indicate the charge of the individual battery, or of the ship's total battery charge?