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Everything posted by sh1pman
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
They are supposed to be much cheaper (they're not right now, but it'll be fixed). Also, some of them give double (or even triple!) kolony rewards. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I have also observed a weird habitation effect not too long ago. I had a Minmus rocket with 20 days of supplies and hab time. Just before reentering Kerbin's atmosphere I decoupled the command pod. As soon as the rest of the rocket left the hab-sharing range, my scientist turned into a tourist. This is weird, because his home timer had a lot of time left, and the pod itself had enough built-in hab time for the rest of the trip. @IonMage yes, hab time is shared across all vessels within 150m. I think this is indeed a glitch, because you should be able to temporarily use small vessels and have your hab time reset upon returning to a bigger one. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@IonMage what are his hab and home timers after he turns into tourist? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
-Sir, our water pump is malfunctioning! -Abandon the colony! Trash everything! Activate the emergency self-destruct! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yea, but for some reason water didn't obey that option. I solved it by placing another tiny water tank on the other side of a flex-o-tube and enabling the warehousing on both tanks. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I think I had the same issue with water not flowing through flex-o-tubes. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I hope they will someday learn that the "search" button is there for a reason... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Did you load a save from the previous version of MKS or start a new save? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
+2 days, by the way. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Also, PDU for some reason is subject to efficiency calculations. I think I had it produce as much EC/s as a 3.75m nuke reactor. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
You need to first sift the dirt with a sifter, then crush gypsum using a crusher to get fertilizer. Is dirt going down when you power up the sifter? Which converter are you using on it? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
I guess it will happen in the Near Future -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I have a possible bug to report. Kolonists and other MKS specialists cost the same as core professions. According to the options menu, they should only cost 1k per Kerbal. I've checked the "alternate cost for kolonists" option in the difficulty menu. Anyone else encountered this bug? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I think it makes Eve easier to launch from, since you escape the atmosphere faster. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Really? Well I guess it makes sense. What's the pressure on the surface then? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Just 55km, how realistic is that? Eve has much more atmosphere than Kerbin, it should be higher than that. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
If you do it high up (40 km or so, stock atmo), it won't cause any issues. And I'm talking about reaally heavy and long weights, where everything else fails. For smaller landers you have many more options. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
That's the point, you dont need to stay stable. If it's a long and heavy payload (99% of my Eve landers), then build a huge fairing around it and include 2 inflatable heatshields to both sides (or 1 heatshield and a bulge on the fairing, as on my pic). Then it'll stablilze going sideways in the atmosphere while spinning. You don't need any SAS or fins for this. The Gs will be high, but not catastrophically high. Trust me, I made a self-sufficient base on Eve with a single ludicrous lander (forgive me Roverdude). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
The trick is to: A) make it really big, B) make it go sideways in the atmosphere, and C) drop as much speed with engines before reentry as possible (up to 1000m/s from low orbit). Then it works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
My way of dropping big stuff on Eve: Dropping huge stuff on Eve (exerything outside the fairing is ditched): With huge drop masses ( >100t) fins won't cut it. They just explode, just like the inflatable heatshield. Only the fairing seems to work OK, and even then you need to build it right. -
[WIP] Nert's Dev Thread - Current: various updates
sh1pman replied to Nertea's topic in KSP1 Mod Development
Oh no, please don't abandon MkIV, it's such a great mod! There aren't many balanced wide-body spaceplane mods around, and MkIV is the best. What's the problem with it? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Local logistics makes it trivial. Unless, of course, you want to transfer machinery or uranium, but even then it isn't much of a problem anyway. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
That's why I wrote "As of right now". I know the reasons behind the shift of official support from EL to GC. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
You can use EL to manufacture base parts in situ from a compact, lightweight and easy-to-transport SpecializedParts kontainer. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
As of right now, the EL has much more functionality than GC. Why would anyone prefer the latter when EL/MKS patches are still working?