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Everything posted by sh1pman
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Well, it's just hard to see the potential benefit from this cooperation, because from the technical side of things they're much further behind the US in both building station modules and getting them to the Moon. Maybe they're great at building airlocks, I don't know.
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Doesn't sound like much, does it?
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But I mean, what can they even do? You can't expect Protons and Soyuz to make it to lunar orbit. And they aren't going to build anything heavier any time soon. Use SLS to haul some Russian-designed modules up there? That's kinda lame.
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Why do they need a cooperation on DSG with the Russians? Roscosmos doesn't have a super heavy launch vehicle, and probably won't have it in the foreseeable future.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Which means that Kerbitat configured to Hab will be functionally identical to Ranger and Tundra inflatable habs and USI-LS parts with hab bonuses. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Nope, never sent any kerbals to this particular SOI. TBH, it's probably some weird mod conflict. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Are unmanned probes supposed to raise colonization scores? Because that's what I'm seeing right now. -
Nortons rejecting KIS
sh1pman replied to Silverwood's topic in KSP1 Technical Support (PC, modded installs)
I'm using McAfee on my PCs and laptop, so far it's been pretty good in terms of performance and protection, haven't seen any viruses or other malware for years now. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
But mass drivers have really good Isp. And it's not like I need to drag it all the way to low orbit. Sometimes it doesn't take a lot of dv to capture them in Kerbin SOI. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Do you use ART? It makes asteroids more realistic, like 1000x bigger and denser. Can mine a lot of stuff from those. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yea, but they need a node to attach, and I ran out of nodes, and there's this whole issue with asteroid mining... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
So, the drills eat up more cooling capacity than they actually need? Well, that's certainly a thing that's good to know before launch. How much more? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude My MPU is overheating for some reason. It has more than enough cooling, and the radiators aren't at max cooling capacity. Everything else is fine, even the drills. 2.5m MPU requires 100kW of cooling per module, with geology bonus it should be 2 * 100kW * 1.36 = 272 kW total cooling required. Drills take 50kW per separator, counting geology bonus i'ts 2 * 50kW *1.71 = 171 kW. Sums up to 443 kW. Two medium TCSs provide 500kW of cooling. Should be enough, right? -
@DMagic It didn't work with any of the resources. I've scanned the planet with both M700 and surface scanner. Not only the zoom map didn't show the accurate data, but the big map didn't show it as well, only rounded numbers. Again, all of these problems were solved when I turned off the narrow band scanner requirement, at which point I was able to get accurate readings for all resources on both maps.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
This. Also applies to 5m KIS kontainers, its really hard to access their inventory. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
sh1pman replied to Galileo's topic in KSP1 Mod Releases
That's one scary contract...- 7,371 replies
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Can someone please explain the math behind the rover speed? It says that average speed is 25 m/s, rover is manned, power generation is 30 EC/s (3.5 EC/s required). But when I activate the ride, switch to KSC and open the BV window, the speed is only 6.3 m/s. Why is it being reduced this much?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Got a possible bug to report. Kolonization dashboard shows supplies in red, and the rate is negative, even though the amount of them is actually going up, as you can see on the stock resource panel. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude It looks like the drills do indeed reduce the framerate massively. After I added some drills to a stock vessel, the framerate on the launchpad went down from ~80 to 40 fps. Adding fuel tanks instead didn't affect the framerate in any way. Should I file a github issue? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Because they're super cool. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Doesn't matter where you use it: the amount of resources you get is determined by their planetary averages. Make sure you have storage for the resources that are present on Kerbin. It's also fairly slow, so having a skilled engineer nearby will help a lot. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Regolith sifter gives you resources, based on planetary averages. Rock is just a byproduct.