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Everything posted by sardia
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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?
- 932 replies
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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.
- 932 replies
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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.- 5,202 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.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
sardia replied to IgorZ's topic in KSP1 Mod Releases
What's the best use for harpoons? I tried reeling in satellites but it whiplashes my mothership. I usually give up, and just use pipes to freeze the ships together. -
Does anyone have example pics of old favorites that got adapted to 1.31? I don't see any updates besides the core retexture mod.
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Are there any issues using it? Or is it just only a warning?
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If I understand this, then this is just the template to make texture replacer work for 1.3. BUT none of the custom suits and textures created for 1.2 and back work until someone ports them forward?
- 406 replies
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I'm guessing this mod isn't ready yet? I'm not sure if the old texture replacer still works for 1.3
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I can't test this base on runway
sardia replied to Carrot's topic in KSP1 Gameplay Questions and Tutorials
Just adjust the position of the station so that it touches the space plane hanger floor. That will reduce the drop distance when you launch. -
Does installing the pork jet parts work? And no, I don't know where to get it. I'll take a look.
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Try just installing the parts folder without deleting the original parts. You'll need another cfg file to hide the extra parts.
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KAS has connection pipes for docking like that. No winches needed.