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Some people like to roleplay. However, kis or KAS mods do include explosives to destroy parts remotely. Iirc
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Why don't you just fly a plane/ Rover to the end of the runway and then plant a flag? If you put it far enough out, it'll stick just fine.
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This. I also use Extraplanetary launchpads to recycle the extra large scrap into new parts.
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This is a neat mod, but is there a way to show how much fuel my target has? I only get a cargo of potential goods to launch, but I have to take notes on paper so I don't overfill my target ship. For example, my refueling depot has 100/5000 fuel aboard and 500/750 mono. I have no way of knowing this when I'm figuring out how much of each payload to bring up on future transport missions.
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So the short answer is to raise the recycling rate, I'm guessing to above 50%, but can you explain how it works? Do modules not stack at all? Or can 1 module process soil for infinite kerbals?
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If you have like 4 kerbals, how many hitchhiker recylers do you need to keep soil levels down? I have 2 hitchhikers with 40% recycling rate, but my soil keeps climbing.
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How would you compare this mod to routine mission manager. They seem really similar. I think this one is more flexible.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
sardia replied to nightingale's topic in KSP1 Mod Releases
How do you disable certain types of contracts like parts testing after you don't want them anymore? I could only disable them as part of the game start setup but not afterwards.- 5,201 replies
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[1.3.1] Persistent Dynamic Pod Names release
sardia replied to linuxgurugamer's topic in KSP1 Mod Releases
Is this only possible in the vab? Or can I use this on my ships already in orbit? I'm having trouble getting the mod to change the names of ships that I want. -
Thanks for the tip. Separately, is there a way to show how much scrap a recycle bin will produce? I have to recycle 1 part at a time so I can get a rough estimation of how much scrap each part produces.
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Is there a way to fulfill a contract to build a station using this mod? The requirement to use only brand new parts makes the mod really aggravating. I thought I could use the destroy and create mechanics to get around the creation ID but that doesn't work either.