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Everything posted by sh1pman
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
You can just grab the dev build, Nertea linked it on the previous page. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I've never realized how much I want this. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I like how @Nertea deals with this CKAN nonsense: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Well, since there is MKS-Lite, there can probably be MKS-Xtreme, with radiation, melting reactors and kerbals dying of age and diseases. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Thank God reactors don't melt in MKS! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Which means you'll need 250% as much EC and cooling to run the drills. On the other hand, you are getting 250% as many resources -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It's a thing in MKS. Open the Kolonization tab, and you should see kolonization bonuses for different planetary bodies. https://github.com/BobPalmer/MKS/wiki/The-Kolonization-Dashboard -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
What's your geology rating on the Mun, btw? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@gamerscircle could be geology rating then. As @voicey99 said, it can really set your drills to turbo-mode, screwing your EC and cooling along the way. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Did you have an engineer nearby? They do speed up the drills, along with EC usage. Also, Mun's geology rating affects drills, increasing their efficiency and EC consumption (if I remember correct). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yeah, that's what I meant. I wouldn't call MKS "integrated", it's the community that makes this integration. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I don't think MKS is integrated with TAC. Are TAC configs official? Yes. You can delete any folder from there, and it'll still work fine. I deleted ART and sounding rockets, for example. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Did you see RD's last stream? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Will their profession be random? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
@Nertea Tested. No drag issues observed. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Sorry, can't test it right now. Probably tomorrow. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I'd request the same for small ore drills, they can't run more than one module without overheating. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Well, no luck. Are the drag cubes generated properly in-game? Something really subtle is going on, because on one plane with three consecutive cargo bays this bug does occur, but everything is fine with another plane that has the same three consecutive bays. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Correct, there is no Orbital Logistics atm. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Cool. Also, the ducted fans still require tiny amount of EC. Only the Micro ducted fan was fixed in the latest update. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Got it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
So I can safely remove CC, and nothing will break? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Since CC is now bundled with MKS, I think it's ok if I post this here. Basically, CC breaks all stock fuel tanks, so that they can't hold anything. In VAB they are empty, and cannot be filled with LF/O or anything else. When I deleted the CC folder, everything went back to normal. Has anyone else encountered this issue? I'm using the latest version of MKS. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Ok, So I've designed a large cargo spaceplane with no drag issues whatsoever (I still don't know how I managed to pull it off). It has 3 large cargo bays and can consistently get to orbit with more than 1,400 dv left afterwards. It uses B9 procedural wings, so if you don't have those, replace them with stock ones. craft file: https://dl.dropboxusercontent.com/u/46597246/Spaceplane-1s.craft -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Well, as you can see from my pictures, the middle bay isn't fine at all Quite a bit of randomness is associated with this bug.