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Everything posted by sh1pman
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I think he said it when he was asked about the multiplayer. Or it was something along the lines of, "will the player be able to see himself". He was always super vague and had this funny look on his face. Also, reversed version: — Sean, will there be a multiplayer in No Mans Sky? — Sorry, NDA.
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— Sean, will there be a bright future for KSP? — Yes... kinda...
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It's like a regular rover seat, you have to transfer a Kerbal there from somewhere else.- 1,464 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Finally! Now we can get our hands on all of the amazing stuff from the livestreams! Congrats on releasing another awesome mod!- 1,464 replies
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While I like the idea, I can't help noticing that this mod is getting reeeally hardcore...
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Well, the catch-up mechanic for planetary storage still isn't working as axpected. ILM has to put the overflow into the planetary storage, right? The overflow is lost as of the current version. Edit: just realized that this is probably the wrong thread to post about logistics stuff, dammit
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Don't know if it's a bug or not, but the game tells me I can't attach stakes to the ground. If I put them on the ground without attaching, however, they just explode a couple of seconds later. Which is clearly not supposed to happen. So, what am I doing wrong? EDIT: Probably related to KIS, reverted back to the previous version, and it works fine again.
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I just have its CustomBarnKit settings file that drops the cost for hiring kerbals back to reasonable amount. I deleted everything else from that folder. And it's not like I have opposite kinds of issues. I see exactly the same issue with new crafts.
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My old base seems to be stuck at 89.6 supplies/day with 6 kerbals. It has two 50% recyclers and six 25% ones, but turning them on or off does nothing. Previously it had a proper 48.6 sup/day rate. However, my new crafts behave just as you described, being stuck at the lowest consumption rate they achieved. Unrelated: going on EVA and back can reset hab time.
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They don't seem to work for me now. The supply consumption rate stays at 100% no matter how many of them I turn on.
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So why were the reaction wheels nerfed?
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Can't wait!
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For me it seems to be capped at 100%.
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Oh, my bad, I thought it said 16.2/day. So is there any good reason to use MkV Ag modules from MKS over the new nom-o-matics? They do the same thing, but Ag modules need to be manned, produce less and are subject to efficiencies.
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Wait, what? Isn't Nom-O-Matic 25k supposed to provide enough supplies for 5 kerbals? Because it looks like it can only feed one guy now!
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I hope there will be Kow Farms that generate fertilizer from supplies!
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This is really annoying, beacuse you basically can't construct crewed orbital stations until you unlock a 1000 science node.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sh1pman replied to Nils277's topic in KSP1 Mod Development
Guys, there is currently no way to make a fully self-sustaining life support cycle with KPBS and USI-LS, right? -
[1.0.x]Contract Pack: Base Constuction [v0.2.3]
sh1pman replied to CosmoBro's topic in KSP1 Mod Releases
I have the same problem here. Base contracts just never show up. Some of the lines are yellow too. -
Hmm. Not sure if it's a bug or a feature. I have this big 120-ton mining rover. Before the update it could easily accelerate up to ~36 m/s very quickly, all wheels having default settings. But now this thing can't even move. I managed to get it moving veeery slowly by setting torque ratios on all of the wheels to 2, but still it's nowhere as fast as it was before. Also it can't climb even very gentle slopes. So... I'm a bit confused here.