-
Posts
2,460 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by sh1pman
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Farmers can't operate agroponics and cultivate modules though, you need biologists for that. -
Other creatures than kerbals
sh1pman replied to Vivigluglu's topic in KSP1 Suggestions & Development Discussion
There should be a Kraken that lives in the deepest trenches of Kerbin's ocean. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
To be honest, the inflation mechanic is not exactly obvious in MKS. You have to dig through the wiki or KSPedia to learn about it. I've seen this issue coming up several times here already. -
I don't know. I'm happy to be wrong. What I do know for sure is that their only goal is to make all the money they can, and that they now have a history of shutting down mods that they see as harmful to their pocket.
-
"Dear KSP players, we are happy to announce a premium "Second Gas Giant" package for only $9.99! Oh, and we're also shutting down all third-party planet packs because they are going to compete with this new content." This is how it works, am I right?
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
They don't even need to look far. The answer is literally on the previous page. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yeah, I heard there was a German village somewhere in Moscow that Peter the Great used to visit regularly. Or something like that. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Install manually from github. CKAN is such a support issue generator. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I see, but the first language in schools was still German, right? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Why did you go to Russian-only school if your native language is German? -
*cough* Modern Warfare Remastered *cough*
- 772 replies
-
- kerbal space program
- take-two
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
No problem. BTW, how did you plan to use the MKS mobile launchpad without EL? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yes, they should be in game, as long as you have EL installed -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It was deprecated, use survey stakes instead. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
They should all be in the last tab in the workshop UI. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
This base was built exclusively with OSE workshop and KIS: (disregard the rocket in the background) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Also, parts that affect habitation in any way become useless without USI-LS. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Tossing in my two cents. Here is my Eve City: Produces everything, from supplies and material kits to karborundum. Almost self-sufficient, the only missing resource is Silicates, which it gets from PL. Surprisingly stable, no kraken issues so far. Also acts as a spaceport, providing fuel and maintenance for cargo and passenger SSTOs. Front view: Here is one of my Eve SSTOs during a short trip to Gilly: The base was built in situ with EL as a single vessel. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
https://www.dropbox.com/s/2hpprw38d5lxkaw/savefile.sfs?dl=0 The base in question is called "Eve City", there is also another vessel with efficiency parts nearby. Without efficiency parts the silicon production is negative, so it will be drained after some time. But if they are working properly, it should accumulate over time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Still doesn't work. Also, my base started shaking and moving around like it's haunted -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Ok. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude I've just noticed that disconnected efficiency parts don't work during the catch-up phase. Is this a known thing? I'll make a github issue if it isn't. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
All of my surface bases have more than 50 yrs hab time for five kerbals. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I see. Well, maybe in the future we will be able to manufacture complex devices and vehicles using 3D-printers or robots or something like that. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It's handy for building bases in situ with OSE. I'm using OSE for it until there is a way to manufacture DIY kits with MKS.