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Everything posted by sh1pman
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[1.10.x] Mark IV Spaceplane System (August 3)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Please don't stop making this mod, it's great and unique, and works really well with other station- and base-building mods like MKS! And besides, this bug only affects large cargo bays, so I'll just use medium ones for now. Initial layout: Parts in the front: Parts in the middle: Parts in the back: Looks like it only affects parts that are placed in the front falf of the cargo bay. Craft file: https://dl.dropboxusercontent.com/u/46597246/test.craft -
[1.10.x] Mark IV Spaceplane System (August 3)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
@Nertea the cargo bay bug is back! It looks like the large cargo bays don't shield things properly: -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@Kobymaru link to the save file: https://dl.dropboxusercontent.com/u/46597246/persistent.sfs -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Guess they were really happy about the changes -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Of course it's unbalanced. You're not supposed to get the good stuff with just one part, that's not how MKS works -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@Kobymaru sure, when I get back home. It doesn't have many converters, mostly greenhouses, drills and Ranger smelters. I'll check if the framerate drops if I turn the converters off. P.S. It is also disconnected, and has several ISMs and Redi-packs communicating with each other via scavenging logistics. I'll see if turning the warehouses off helps. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude I have a slight problem with my Mun base. It doesn't have a lot of parts, but the framerate goes way down when I focus on it. But it gets much worse when I use timewarp, down to about 3 fps at maximum timewarp. The base itself consists only of MKS and stock parts and has some drills and converters running in the background. Is this normal? -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
CKAN is being CKAN again. Try downloading manually, I haven't noticed any issues with Karibou parts or converters. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
They give bonuses to greenhouse and drills efficiency, or extend your habitation time. Yeah, but they also cost much less, only 10k per Kerbal. -
[1.10.x] Mark IV Spaceplane System (August 3)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
You can just grab the dev build, Nertea linked it on the previous page. -
[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. -
[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: -
[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. -
[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! -
[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 -
[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 -
[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? -
[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. -
[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). -
[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. -
[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. -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Did you see RD's last stream? -
[1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Will their profession be random? -
[1.10.x] Mark IV Spaceplane System (August 3)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
@Nertea Tested. No drag issues observed. -
[1.10.x] Mark IV Spaceplane System (August 3)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Sorry, can't test it right now. Probably tomorrow.