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Mapoko

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Everything posted by Mapoko

  1. Hello Guys. Isthere any way to install it on 1.1.x ? I thought it will work if I simply install it like other mods, but it is simply not showing.
  2. Thanks! I guess those 2 will be busy while I go to Duna and bring more
  3. Hello. I am playing a slow paced hard career and asside no revert the science, ore and other gains are diminished. So I did make a station with small docking ports at first. Now I did build on it and can add a lab with more stable connection (normal docking port). My small docked lab is full of experiements. 740/750. My new one is half full. 300/750. Can I transfer the experiments from lab 1 to lab 2, then decide if I want to split my station into 2 or deorbit the first lab ? Or should I wait for the experiments to eventually finish ? The reason I want to simply switch to normal docking port lab is because I almost got attacked by Kraken and barely avoided disaster by disabling almost all the SAS Reaction wheels. Since the option to load is not available to me I would like to avoid having to rescue kerbals / lose kerbals / clean debris.
  4. You mean the removing of the helmets?
  5. Hello. Back in 1.0.5 (few months ago) I remember I had a mod that helped me change the look and suit colors of the kerbals. Is this it ? http://kerbal.curseforge.com/projects/diverse-kerbal-heads-1-0 Also I remember being able to remove helmet when in breathable atmosphere, but that might have been KIS/KAS ? I am playing a stock hard career atm, but I do not shy from visual mods that please the eye like clouds and such, so if the helmet removal si KAS/KIS only please tell me. Thanks in advance !
  6. I guess I was mistaken/forgot. Sorry to bother you.
  7. I am in orbit for the first time in this save. Why is it 0 science? I already did "Space near" when I was doing sub-orbital flights. Shouldnt this orbit count as "Orbit" ? iirc 300km by 300km was "High Orbit", but I am not there yet.
  8. Guess my topic got deleted while I was clarifying what I meant. Basically I was in 77 by 77 orbit. Tried to do experiments, but it counts my orbit as "high above" and not "low orbit". I tried increasing it on 80 by 80, but it is the same. Do I need to be on 100 by 100 + so my experiments to work ? It is Hard save and I do not think I really like to experiment and deorbit Jeb from 100 by 100 risking losing him so early in the game. http://imgur.com/a/4TLGq Ever since I play 70.1km by 70.1km was enough for "low orbit" science experiements. Has it changed or my copy/save got corrupted somehow ?
  9. Is it my copy ? Should I delete content and redownload from steam ? Will "Verify" work ? Or it is simply new requirement I did not read about ? P.S. I did just achieve the First Orbit milestone less than a minute prior to the screenshots. http://imgur.com/a/4TLGq
  10. I must have missed it. I checked it on Campaign. Now tell me I can make soil too EDIT : Apparently it does and I am too stupid to try on sandbox. Waste + Ore + EC = Organics Please lock the topic.
  11. Hello. First I'd like to say I ma trying to use as low amount of part mods as possible, but recently to spice things up I caved in and added few. Including http://forum.kerbalspaceprogram.com/threads/127413-WIP-Kerbal-Planetary-Base-Systems There is a pretty nice system to make a base and almost be self sufficient with making food and O2 from the greenhouse. Ofcourse there is a downside - consumes tons of water. I know we can take ice and melt it in space and seems realistic enough for me. I have been told that I need MKS/OKS so I can "mine water", but that adds lots more parts on top of all those I already added with the forementioned mod. Is there a way to simply config IRSU/KPBS IRSU to do it without having to add extra parts?
  12. Yes, you were right. I misunderstood that the MTF was using the original TACLS parts and not ones specially created for it in the \GameData\ThunderAerospace\TacLifeSupportMFT folder.
  13. My bad, yeah, I meant Asteroids - the 2nd official squad mod. Small static ones are 21/min = 0.35/s, while those are 8x the surface and give 2.8/s, which is pretty nice part count reduction. Great job Thanks for confirmation! @Mods feel free to lock/delete.
  14. Actually just realized that MFT version actually uses separate parts and when I remove the MFT it deleted that thing on the launch pad I tested (no kerbals in, whew). So nothing is ideal for me. Probably Quick Search to spare me the pages scrolling.
  15. Well, I have a habit of swapping out mods, because I try to have minimal impact over vanilla, but keeping it interesting (TACLS, KAS/KIS) etc. And yes. As I said I may actually need one resource containers at some point when I pick a greenhouse or the standard TACLS converters for my bases. I usually play on 1 save for entire version. 1.0, 1.0.2, 1.0.4 and I exchange mods quite a bit. I also play on Hard mode and keeping 1 backup, refreshing when I remember to in case of bug. But forgetting this warning, removing the script/mod and losing half my ships and possibly all bases with who knows how long ago the backup was do not sound nice to me personally. Its great work, just not for me. So If there is a way to simply hide 80% of the containers (~2 utility pages) it will be nice for me. And if I need Let's say food only for a specific craft I can un-hide it, make my build, then hide it again w/o deleting my base.
  16. I actually meant the MFT folder of the TACLS that have file that hides every resource specific container, leaving only the 3 sizes of the general ones. (Food O2 Water in 1)
  17. How to activate MFT (hiding the resource specific containers) ? I want to reduce my part count in VAB/SPH for now
  18. Complete list without CapCom Mission Control On The Go.a I install it and it does not appear as option in Blizzy's toolbar or stock, so I can not use it. EDIT : After installing it for yet another time it magically appeared.
  19. Hello. I had your mod in 1.0.2 and found it very handy, especially when it takes few sec of black screen between scene switch going to KSC and taking contract. But I installed fresh 1.0.4 and got some mods on. Now when I install your mod (via CKAN) it does not start. Am I hitting some lack of dependencies or some conflicts ?
  20. Yes 1.0.4 Downloaded via CKAN. Said Max Version 1.0.4 there, but I see it says 1.0.2 here.
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