

mitko
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Everything posted by mitko
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For some reason all kontainers don't show up in editor despite me having latest versions of USI Core and CCK. Any ideas?
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Or you could use the mk1 crew cabin as an earlier, less capable version of the Hitchhiker hab.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
mitko replied to tgruetzm's topic in KSP1 Mod Releases
Thank you for bringing this mod into the 1.1 era. I'd like to add my voice for keeping this mod partless. It keeps it light and makes adding and removing it from installs easy and painless. Together with the simplicity of managing a single recourse, this makes Snacks a perfect entry level Life Support mod, As for recycling there is a way to simulate open cycle recycling by introducing a part that reduces the rate at which the kerbals consume snacks. Since snacks represent all kebal need we can say that this part is equipped with device that fully recyclers water and oxygen so that you need to bring just enough food for the long journey. A good candidate for a part like this is the PPD-12 Cupola Module (the MPL-LG-2 is already used to produce snacks from ore). -
I have a very strange problem with Real Fuels and the 64bit workaround. The mod works fine in 32bit but when I installed it in a 64bit install it doesn't work at all. If someone had similar problem and knows a solution please share. P.S. problem solved thanks to KSP x64 Total Unfixer
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Kiwa, if you use USI-LS why do you even need supplies on a lander? The kerbals can last 15 day without supplies, so for a quick visit on the surface the lander does not need any supplies and for a longer than 15 days stay you'll need a base, even if it's a small one.
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My mistake, the ReplacementPartAmount is for the wearing out of the hab parts.
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The only stock part that includes recycler is the Mobile Lab
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That is because the habitation mechanic is switched off by default. You have to enable it in the Settings.cgf file. The relevant line is ReplacementPartAmount.
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On the question of balance between USI-LS and UKS, I think that the huge difference in basic rate of consumption of supplies between the two mods renders the Nom-O-Matics useless if both UKS and USI-LS are installed. Since UKS seems well balanced, a way to mitigate that irrelevance could be to increase the rate of supply consumption in USI-LS to one third or a half of the basic rate in UKS and adjust the Nom-O-Matics accordingly. That way these two parts will still be useful with UKS installed without really competing with UKS' native parts. That could also be good for those players who use CTT since the agro modules show up quite late in that tech tree.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
mitko replied to ObiVanDamme's topic in KSP1 Mod Releases
One little note, when I try and recycle a part that gives off Exotic Minerals or Rare Metals in a craft that lacks the appropriate container, the Recycler freezes until I add such a container. I think it would be helpful to add the ability to store small amounts of these substances to the recycling parts to avoid that or explicitly recommend adding such containers to the craft in the part description. -
I think Space Cowboy meant Super-Sonic Transport.
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[1.0.5] Vosechu's Stock configs: added USI Life Support [2015-12-30]
mitko replied to vosechu's topic in KSP1 Mod Releases
Snacks already uses only stock parts. -
[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity
mitko replied to toadicus's topic in KSP1 Mod Releases
About the interplanetary expeditions to Duna and Eve without Com 88-88 - What about increasing the maximal range to which the ship can communicate depending on the numbers of antennas it has. Let's say for example that the max range of the DTS-M1 is increased to 100 Mm, if the max com range of the ship increases with the cube of the number of antennas. Then in order to be able to communicate with home half the time, a Duna ship must have 6-7 DTS-M1 antennas. -
Suggesting a new navigation ball vector
mitko replied to Catapadurariu's topic in KSP1 Suggestions & Development Discussion
If I were to suggest a new navball symbol it would be one that is opposite of the active navigation mark so that we can see where it is when we are landing on it. -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
mitko replied to tgruetzm's topic in KSP1 Mod Releases
From Whyren's parts I have only used his greenhouses since until 3.5 there wasn't a way to produce snacks off-Kerbin, and after a while it gets tedious running resupply ships to Jool or Duna. AS for the Mk3 passenger module, like passinglurker said it's an oversight that is easily fixed - either use shaw's patch instead the one that comes with the mod or open the file patch.cfg in the snack folder and ad this -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
mitko replied to tgruetzm's topic in KSP1 Mod Releases
Your problem is with Snacks Life Support Parts by Whyren since Snacks mod doesn't add new parts to the game. Whyren hasn't updated his parts for 1.0. -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
mitko replied to tgruetzm's topic in KSP1 Mod Releases
shaw you have forgotten to include a part of the code that defines the snack capacity of the laboratories as 100 snacks/kerbal, and as a result now the lab has 400 snacks instead of 200. The needed code is this -
Cargo bay problem (rescue contracts)
mitko replied to DaliPotter's topic in KSP1 Gameplay Questions and Tutorials
You need a docking port or, if the ship you have to rescue doesn't have a docking port a claw to link the rescuer and the saved. -
Orbital Station mission won't complete :(
mitko replied to jamarino's topic in KSP1 Gameplay Questions and Tutorials
Check if the ship that resulted from the docking of your station with the claw module is still classified as a station. Sometimes the game reclassifies the craft resulting from the docking as a probe. If that is the case here just rename your ship as a station. -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
mitko replied to tgruetzm's topic in KSP1 Mod Releases
While I understand the appeal of greenhouses and such, Isn't one of this mod's peculiar features that it doesn't add new parts to the game. The Greenhouse could be an optional extension of the mod, but in my opinion a function to produce snacks should be added to one of the stock parts. The simplicity and the zero part impact on the game is what attracted me to Snacks! in the first place. This and the fact that the best way to transport snacks is with habitation modules, which forces the player to build ships with large habitable volume. This is an UNIQUE feature of this mod. With all other LS mods you can stick the kerbal in a cramped capsule and send him/her on a multi-year mission as long as you put enough containers with supplies. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
mitko replied to ferram4's topic in KSP1 Mod Releases
Maybe it would be helpful to release the FAR design tools, but calibrated for stock aerodynamics for those of us who would want to optimize their stock planes. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
mitko replied to Claw's topic in KSP1 Mod Releases
Thanks Claw, this mod and MechJeb are The Mods for me.