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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
@RoverDude So removing these 3 mods fixed the lag problem? Ok, I'll remove them as well. If it works, I might even bring OPM back, and hopefully it won't be too bad. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
You mean the timewarp lag? I have Scatterer, EVE, SVE and Distant Object installed, and it lags like hell while in timewarp. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yeah, but it's built empty, and still costs more that 2kk. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
The big one. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
The nuclear fuel container costs 2 million to build with OSE. Bug or a feature? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Wow, that was super fast! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It sometimes requires additional resources like ore or exotic minerals, depending on the part category. Maybe something can be derived from that? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It wouldn't, because OSE doesn't care about MKS balance, and doesn't even have means to produce specialized parts to begin with. That being said, I'm fine with what it is, just pointing out some of the obvious balance inconsistencies between OSE, EL and GC. Fortunately, PAL rovers exist! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Also, OSE is a little bit OP in my opinion, because it doesn't require specialized parts to build things. So you can just land a 5m KIS container and print everything you want, even 3.75m Tundra parts with just MaterialKits that are trivially easy to produce. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Is there going to be in situ DIY kit production mechanic? Because its absence is currently the only reason why I use EL instead of GC. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Wouldn't work in my case, the lander was just too long and heavy. Even six 2.5m reaction wheels weren't enough to keep it stable. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Well, the base lander was supposed to land on Eve and start a colony there. Unfortunately, it kept flipping over during reentry and exploding hilariously, even though it had an inflatable heatshield. I guess it was too long and had too much mass on its other side. So after countless attempts to land this thing I decided to give up and start a Gilly base instead. Fortunately, the lander had just enough fuel left to get to Gilly from low Eve orbit. So that's how the Gilly base was established. P.S. I've just noticed that there actually is a tiny amount of silicates at one of Gilly's biomes! It's so low that I can't even mine it with my small drills, but it's better than nothing. Strange, the orbital scanner said 0% avg. in that biome before... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I know, I'm a chemist after all. I was just talking about minerals and hydrates, and how it would be realistic to get some minerals as a byproduct when breaking down hydrates into water. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
But how cool it would be if we had something like a chemistry module that can produce some of the missing resources? You can balance it by making it require a scientist to operate and locking the module under an expensive science node. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I like it. I also suggested that we could get minerals out of hydrates as a side product of generating water. It's realistic, and can help if you're really unlucky with RNG. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
If only we had orbital logistics back... then it still would be the silliest thing to do -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I've just scanned Gilly and found out that in my save it doesn't have any silicates! I mean, it's a big space rock, what else can it be made of? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Um, perform maintenance with an engineer? You should use the specialized enriched uranium containers, MKS has them. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
No problem, it's always Kopernicus! Enriched uranium is actually more valuable than REX per ton. It's also produced faster and only requires one starting resource (uraninite). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I wonder if Kopernicus folks know of this issue. I didn't see any mention of it in their forum post. Well, you still need to visit it from time to time. Make sure they don't run out of supplies, trigger the catch-up mechanic, etc. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I have an i7-4790k, gtx1070 and 16 gigs of RAM. Not exactly a potato PC. And it dropped to 15-18 fps for some ground bases. Now that I've uninstalled Kopernicus, it's solid 60. (Well, it still drops on timewarp, but that's another issue). Without Kopernicus it should be whatever your monitor's framerate cap is. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It most certainly is. Even the KSC scene with no planet packs gets the lag. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Sad, no Urlum base Are there any planet packs that somehow don't use Kopernicus? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Do you use Kopernicus by any chance? It is known to destroy framerate even on high-end PCs. When I removed it, my FPS count went up from 18 to solid 60 when I load my Mun base.