Gilph
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Everything posted by Gilph
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
There is really no need for cheats. What you describe is just sandbox mode. I had found the best way of learning all of the abilities of MKS is to use sandbox mode, make ships, and land them on Minmus flats to see how they operate. Once you get a feel for it, start a career save and prioritize the pieces that are important on how you play. I've learned that I used some components more than others, and incorporated KPBS and SSPXr, so pick whatever path seems most attractive to you -
They are kinda cool, but less of a match of what TOT does than the original. so my first vote is to keep it, second will be D Dark mode looks really good...
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Sorry, forgot to mention in my last post...Happy 10th Anniversary of TOT....
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You also. Were you able to reproduce on your end? I would be concerned if I was the only one having the problem.
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Yep, was able to import orbit into a few different windows. Thanks very much.
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Good Morning, Getting closer. I was able to make a bodies file (the fclose warning occured when I did that), but the import into the 2 burn orbit change still throws the error. FYI: I don't need the new PR functionality, 1.6.9 works for my use. This is not time sensitive for me, so there is no urgency on my part. Are you able to reproduce?
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The warnings went away, but the same errors seem to be there. I tries to create a bodies file and it was not successful either Edit1: I just tested with 1.6.9 standard release and all looks good.
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Still errors, but slightly different. Trying to load orbit into the 2 burn orbit change tool
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Hey @Arrowstar, hope all is well, Just finished creating a new 1.12.5 save and installed MATLAB and your pre-release10. I'm getting this error when trying to import an orbit on the flight screen: The whitelist is OK, but it's weird I have no MATLAB path in my environment variables. Things run fine without, the errors are only if I try to use connect. Appreciate any help, thanks
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Hi, Was looking for a config that fixes the Karibou wheels? There were some posts back in December that claimed to have fixed it, but they linked the wrong file, May I ask if someone can post? Thanks -
totm may 2022 What musical instrument(s) do you play?
Gilph replied to AlamoVampire's topic in The Lounge
Saxophone in HS many years ago. Drums and bass guitar professionally for a few years in the 70's. Hands are getting a bit tired, so don't play much anymore -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
MKS was specifically designed to NOT require any pipes between modules, due to the Kracken showing up with large interconnected buildings. Things like Local Logistics, rovers, etc allow for transfers within certain distances without piping. I do know that some players do not like the implied interconnections and really need to see pipes, but they run the risk of their bases shaking apart violently. Now, WOLF is how to take full advantage of the virtual resource environment, which requires a learning curve and practice. The older school local/planetary/orbital logistics are still possible and complement WOLF, and there is a lot of info on that in the forum. You just need to patiently search and read some of the guides that were written, and test a lot on Minmus. Hope this helps. -
SPACE STATIONS! Post your pictures here
Gilph replied to tsunam1's topic in KSP1 The Spacecraft Exchange
@Alien21 In addition to all of the good stuff already posted, I wanted to add that my space stations are also refueling stations, so they are basically sticks. I would launch them into orbit with mostly dry tanks to save weight, refuel them in orbit, and have it burn to my destination. It requires a beefy engine to do the transfer, which may not be needed in the future, but it's pretty simple. The stick part does have a bunch of ports so you can also expand, as previously suggested. If the burn time is a problem with low TWR, I'll add a stage with small tanks but efficient engines and enable crossfeed. Once everything is fueled, I'll have the engines use up all of the fuel in their stage, and then use the fuel from the station. When the burn is 95% completed, I'll disable the crossfeed and jettison the stage. This way, I can have a smaller engine on the station for capture and maneuver. Takes a bit of planning to make sure you have enough fuel for your destination, But I've managed to get to some far away places doing that. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Yes... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Yep, it's a configurable item, but that's the default. If you look at settings.cfg in the Life Support directory, kerbals consume 0.0005 supplies per second, by default. There are 21600 seconds in a kerbal day, so that works out to 10.8. -
Up and running in 30 min. Thanks and congrats on a great release.
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This is very helpful, maybe add something in the OP that links to this? Edit1: Saw the link in the other planet mods.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Hi, the short answer is, yes, things that get uploaded to PL can get download to other factories in other biomes if there is a demand for it. It is a pull function. The longer answer is that you have to do some planning. You will need to calculate how much ore is being consumed per Kerbin day and have roughly 2x of storage in your refining base (as a general rule of thumb) in order to run at continuous capacity. Also, you will need to first load the FC mining base first to allow the catch up processing to send the ore to PL before you load the Midlands vessel to pull it. WOLF is designed to reduce or eliminate those details and make things more straightforward. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Hi, some were looking for @RoverDude balance spreadsheet. I found a copy from 2018 (pretty sure I did not change anything). Balance Spreadsheet Hope this helps. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
That's actually good information that I wasn't aware of. Thanks But, none of the above considers the bonuses problem, so just remember that if your drill, after bonuses, is running at 150%, you will need 150% of power and cooling per drill. That's the only thing that really got me. Sometime not levelling Kerbals to counteract the bonuses was my only option. I have not used the pre release Constellation, but I am using 1.4 with the single bays for drills and manufacturing without any issues. Gameplay is roughly the same for everything else, and it's somewhat future friendly. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
The answer is, essentially, using the current version that only allows one resource per drill. You still have to watch out for various bonuses that may increase your drill output, which causes more heat.