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Everything posted by Caithloki
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in KSP1 Mod Releases
Question, I decided to update to the latest version of MKS, I was using pre Atlas and WOLF, does the old planetary logistics not exist anymore? Edit: yup was on me, something didn't install right. -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Caithloki replied to linuxgurugamer's topic in KSP1 Mod Releases
So I am getting a weird glitch with this mod, when I go into the buildings and try to leave them it acts like I have left them but leaves me stuck in said building. I can activate anything in the settings either so I cannot load save go to settings or go to the main menu, only way to leave is force closing the program. Edit: Disregard I was missing a needed modded. -
[1.12.x] State Funding Continued - MM added as dependency
Caithloki replied to linuxgurugamer's topic in KSP1 Mod Releases
Okay I think I figured it out, if you have a ship with parts that drop off, say like in my situation it was 8 dropped stages (4 fleas, 4 tanks) , they will be consider accidents if they are dropped onto the Kerbal Space Center area, I had 6 of em drop on the launch pad and 2 got far enough away. Depending on how you accident happened @outworlder that could be why you had so many accidents. -
[1.12.x] State Funding Continued - MM added as dependency
Caithloki replied to linuxgurugamer's topic in KSP1 Mod Releases
What creates the accidents modifier? I have 6 right now and I am not sure what caused em. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in KSP1 Mod Releases
Ah, thats the issue. Thanks for the info. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in KSP1 Mod Releases
I cannot remember the exact name, but its the pop up storage, ive tried with the tanks as well that have PL as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in KSP1 Mod Releases
I seem to be having issues with PL, I saw comments on LL saying it is not updating. I currently have a craft that I have tried with and without pilots, different tanks, different planets but no matter what it does not push the water to the PL. This is the craft, as you can see it has the pop up storage on the side that I have working on my main base, it has pushed all those resources in the list, but with this one it will not work even with a full tank of water. Is there something I am doing wrong? If more info is needed then in this pic I just ended a livestream with this craft and other iterations before it, all of which would not push water to PL, its under the same username I use here. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in KSP1 Mod Releases
Hello, I am currently have issues with food production on my base, I have and engineer and scientist on the base but with Cultivate S on both the duna model and the pop up green house but I only get 5% efficiency. Does it only work well when I have a botinist or farmer or is there more to it? both modules have full machinery and resources available to produce stuff. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in KSP1 Mod Releases
Roverdude made it like that so a engineer is required to refuel so there would be a way to remove that requirement, I don't know how to. Can you supply pictures of the setup to help figure out whats going on? You might not need to make them transferable, might just be a build issue. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Caithloki replied to RoverDude's topic in KSP1 Mod Releases
I have also had the same issue, had to scrap building it on planet and use EL -
Glad to hear you are liking it so far and thanks for the recommendation on the pic, I will update that now.
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Will do, the next version will have that removed. Thanks for the heads up on that.
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Version 0.08 -Added in Uncovered and Covered Radiator. -Drill has a arm added for extension. -Solar panel animations redone. http://spacedock.info/mod/1160/RIAC - Resource in a Can Fixes needed -The radiator hubs texture -still need to figure out suncatchers
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Version 0.08 -Added in Uncovered and Covered Radiator. -Drill has a arm added for extension. -Solar panel animations redone. http://spacedock.info/mod/1160/RIAC - Resource in a Can Fixes needed -The radiator hubs texture -still need to figure out suncatchers
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Version 0.07 -added covered solar panel. -change weights of some items. -all parts moved to miniaturization tech node and structural category for easy sorting. (Searching RIAC will narrow them down as well.)
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Version 0.06 uploaded to space dock -Stack engine has been completed and added -landing leg in game but not working -solar panel energy generation rate corrected Version 0.07 -added covered solar panel. -change weights of some items. -all parts moved to miniaturization tech node and structural category for easy sorting. (Searching RIAC will narrow them down as well.)
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Version 0.06 uploaded to space dock -Stack engine has been completed and added -landing leg in game but not working -solar panel energy generation rate corrected