Kershu5
Members-
Posts
116 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Kershu5
-
Hrm. Is there a method for improving that "Habitation" thing? I kinda want to make stuff that lasts for years- decades, even- but can't seem to get past a matter of "days", I don't see what makes the Habitation value go up..
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Kershu5 replied to Angelo Kerman's topic in KSP1 Mod Releases
I can't seem to inflate the Ponderosa. Like, at all. Won't inflate in the VAB/SPH, and if I launch a vehicle with them I see no option to inflate it at all. Which is problematic because the IVA view is amazing..- 3,519 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Ah so it is, sorry to be a pest over it 'Dude, thanks for pointing that out.
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
I'm not seeing where I can refine Enriched Uranium from.. Anything, actually, for MKS L, RoverDude, even though the Reactors are included in the download?
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
Given the colossal intake of Supplies by Kerbals now (if my calculations are correct, roughly 16.4 supply a day per Kerbal?!) that means having to take TONS of food everywhere you go without modifying it, RoverDude. Like.. Just horrendous quantities. And what does this "Habitation" thing mean/do?
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
Kershu5 replied to Gaalidas's topic in KSP1 Mod Development
Stuff happens Gaald, and that is COMPLETELY understandable, I'm still recovering from a mega-burnout over a project that fell apart on me some time ago.. And anyway others seem to be flocking to your banner to help keep the project alive so hey there's that, right? -
Is there any way we can tell MKS or EPL to just acknowledge the use of MaterialKits for now, 'Dude? Since SpecializedParts don't even show up as a thing you can fill your freight with. e: while I'm thinking about it, there going to be a way for use to use the nuclear reactors that are bundled into the pack? I love those things but this doesn't let me refined Enriched Uranium.
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
Hey 'Dude, finally got a few minutes to play around with the new stuff and uhh. I can't build anything, apparently. Your notes on GitHub say that RocketParts are replaced with MaterialKits and SpecializedParts (I switched to MKS Lite to reduce parts counts and thus reduce framerate droppage) but.. The Launchpads stuff, not acknowledging anything. And if I put my Freight kontainers to SpecializedParts, they don't have anything. Like, they don't register as having any space in them for things to be filled, thereby preventing me from using EPL to build anything at all..
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Kershu5 replied to Sophia's topic in KSP1 Mod Development
The Develocitizer has HUGE energy requirements based on how fast you're going- if you're going at like say 8000 m/s then you need truckloads of EC to /stop/. If you don't have enough power to come to a dead stop, it won't work and will say "no power". I should have mentioned that, sorry. So either bring metric truckloads of EC or do warp-jumping until you can slow yourself down manually. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
Terribly sorry 'Dude but I won't be posting much for a while- I'm in the middle of moving.. From Georgia to California. Gonna be a while. -
[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
Kershu5 replied to odin_spain's topic in KSP1 Mod Releases
If you don't mind me suggesting- perhaps add in a mission for bombing the Kraken on Bop? That'd be pretty boss. I mean yeah it's already dead and stuff but even so. -
[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
Kershu5 replied to Gaalidas's topic in KSP1 Mod Development
No rush, Gaalidas. I was in college once too and fully understand the pressures and difficulties. I care less about the FX and more about "do the wheels/treads/hoverbits all work properly." So far they have been all behaving nicely, ergo it is not too much of a concern. -
[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
Kershu5 replied to Gaalidas's topic in KSP1 Mod Development
Worked for me too, oddly enough. Kind of a pity though, since I love the DustFX.. But I love the tracks themselves even more. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
http://steamcommunity.com/sharedfiles/filedetails/?id=575589162 Here you go Dude. As you can see the TWR is somehow only 0.24, yet all of them are firing full throttle.. And they've got intake atmo. What have I done messed up? -
[1.12.x] Freight Transport Technologies [v0.6.0]
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
I seem to be having a hard time getting the atmo engines to generate any lift.. I made a testbed with just the Badger cockpit, a reactor, an RCS/torque control module, and then up to /eight/ of those electric VTOL atmo-running engines. Didn't even budge it off the ground. -
parts [1.12.x] Asteroid Recycling Technologies
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
I found a four million ton asteroid. This is amazing and awesome and I love everything you've done with this, RoverDude. Heart eyes etc. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
ooh. I didn't realize that, thanks Helaeon. Is it possible for us to make those changes ourselves or copy something out of Sophia's WarpShip or do we just have to wait for it? If I'm told what to change and where I can do it, but otherwise digging through code I end up just looking like a chimp without any hands. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
Cool. One other inquiry- is it possible to disable the warp bubble's color thing where it flickers and ripples a lot? When I tried Sophia's IXS thing it had a similar warp bubble but it ran, well, smoothly, I hate to say it but your warp bubble murders my frame rate.. I like it, I just don't know what else I can do to make it smoother. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
Say RoverDude do you still intend to add a 3.75 and 5m drive? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Kershu5 replied to girka2k's topic in KSP1 Mod Releases
So I tried to make a thing with welding, but when I reloaded the database and tried to launch it, every time I try to right-click it to use its various options, I get "NullReferenceException"s. It didn't do this with the other parts I experimented with despite most of them being from mods like MKS and such, should I have not used the alt+F12 menu to reload the database after saving the new welded part? Or is it something else? e: never mind, I figured out what I did wrong, it all works now. Yey. -
parts [1.12.x] Asteroid Recycling Technologies
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
Ran some quick tests Jimbo, I am indeed getting rock. I turned on infinite fuel and elec and such to test this in sandbox mode, but I DID get some rock- http://steamcommunity.com/sharedfiles/filedetails/?id=572803600 so I'm not sure how other people are /not/ getting rock :/a e: While I'm thinking about it, RoverDude- Since CRP has been updated for "Rock" resource, I only see the one kontainer for Rock resources. But none of the other Freight can hold Rock. Do you plan on adding more and larger ART-specific kontainers, or modifying the other ones so that they can also hold Rock? I really wanna start shredding asteroids to pieces for their delicious resources :E -
parts [1.12.x] Asteroid Recycling Technologies
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
Hrm. Okay thanks Davy. in the config file, will that have the spaces- "advanced offworld mining" or would I write it as "advancedoffworldmining"? e: Nevermind, dug into the actual CTT and figured it out. Decided to put the rock tanks into specializedFuelStorage for my part, and the Mass Driver in ExperimentalScience, and the rest into AOM. -
parts [1.12.x] Asteroid Recycling Technologies
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
Erm.. Noticing a small problem here, 'Dude. ART stuff doesn't seem to be loading into the game.. At all. Everything else is going in just fine, but there's zero ART stuff in my tree of parts. I don't think the game is even loading the mod at all, despite it being in the proper place in the USI folder. -
parts [1.12.x] Asteroid Recycling Technologies
Kershu5 replied to RoverDude's topic in KSP1 Mod Releases
Oh freaking SWEET I've been waiting for this one to update too! You are the absolute best, RoverDude. Whatever you're being paid it isn't enough. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Kershu5 replied to bac9's topic in KSP1 Mod Releases
Holy crap I didn't expect this to update until 1.1! I've always wanted to give this a try! I'm not sure why we still need ATM though, I thought it was no longer relevant to later KSP releases?- 4,460 replies