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
As it happens, I'm far enough in my new USI/GPP career to have just finished the resource scans for Iota/Ceti (Mun/Munmus replacements). Luckily, all seemed to be fairly normal. Planned out where the bases should go and where the MPLs should go. All pretty normal stuff from a gameplay experience, but a bit harder and visually awesome. Also used the dev version of Scansat and it worked really well. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gilph replied to Galileo's topic in KSP1 Mod Releases
Sorry, @JadeOfMaar, I may be mistaken. I was looking at your post towards the beginning of this thread with the recommended mods, and that's when I saw the issue. I thought that info was also repeated on the wiki. I can't access Github here to check ATM, but I can look later.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gilph replied to Galileo's topic in KSP1 Mod Releases
Hi, On the Wiki, there are links to the MKS and Karbonite threads, but those threads were ganked by the forum problems in January. There is a new MKS thread and no replacement Karbonite thread to date. You may wish to update the wiki. Thanks- 7,371 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Absolutely...really beautiful and loads of fun. Started a career save there and am just getting to plan my first base on Iota -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gilph replied to Galileo's topic in KSP1 Mod Releases
Really beautiful...Space Station was pretty awesome too (clicked the link)- 7,371 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
I think Habs are the most logical choice. Manufacturing is already OP with all of the stacked bonuses, and the Tundra form factor is good to put different manufacturing capabilities together, depending on your needs. The use of Tundra and inflatables for hab on the surface is a bit meh, on the larger side. All of the cool art work posted lends itself very nicely to cool looking places to live and be happy, kinda like a base version of the hab ring with a really large extra time setting. Or, the ability to configure hab, medbay, and kolonization functions built in to a single part. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
@Omnipius, that is one awesome base...I think I'm betting base envy.... I would love to know your EC consumption rate. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
This was my original. A bit overdone, as it can do a round trip. It had over 4000 dv, It also has 4500 fertilizer to supply the orbital stations, and plenty of hab for 4. Here is my smaller one, good for only one way. 400 day hab time for three Kerbals and only 1000 fert, Needs a small refuel and fert refill to return, but I have ISRU working at Ike and fertilizer also being produced. Hope this helps. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
As most can attest, I think I have run into my fair share of scavenging and catch up issues. I don't have the log spam in my recent log, but I haven't been checking carefully. Other than the scavenging issue using the wrong tanks issue I have in Github, I resolved my issues by always making sure that consumption rates never exceed my tank capacity for a 6 hour stretch. I would need to understand your scenario a bit better. Since it looks like the storage is a large kontainer, does it get filled as much as it gets emptied in that 6 hour window? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
In some cases I have been using the small MPL to push resources. They are small and lighter than a logistics module if you only need to push drilled resources into PL. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude, his mining rig is 50 km away -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
1. It needs either a logistics hub or an MPL, but it does not require a Pilot to push. Even though MPLs don't manufacture Silicon, they can still push anything you drill. 2. Technically, I think they push to PL. PL does not pull. It happens at about 75% iirc. You didn't mention if you had a logistics module at the mining rig. If not, that would be the issue. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Hi, been doing this very thing over the last few days. Had about a 70 ton ferry I used between Kerbin and Duna that I have slowly been reducing over the past few days. Can post some screenshots over the weekend if you are interested. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Since the discussion earlier on the planet mods and performance, I made an install with Kopernicus, The Galileo planet pack, and custom skyboxes. Wow...it is beautiful. No real serious lags at the moment, but I'm only now adding regular mods and MKS. Might be worth starting another career save. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gilph replied to Galileo's topic in KSP1 Mod Releases
Decided to try a planet pack for the first time. So, I thought: go big or go home. This pack is gorgeous. Thanks very much for your effort.- 7,371 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
The old thread was a victim of the forum crash. A new one has not been started yet. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
I did...cycle the legs (deploy/retract). See if that fixes it. edit: Sorry, cycle it but end with them deployed. @jd284gave me that fix. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Is that your way of getting us to use orbital parts in orbit and base parts on bases? Like, using the Bigelows on the surface and not hab rings? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
the Wiki is very extensive, it will answer most of your questions: https://github.com/BobPalmer/MKS/wiki -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Not that bad. 8 medium drills are a lot of drills. Look at your load %. If it's over 200-300%, you may want to shut down a few of them. I have been using the Ranger cooling exclusively now, and it really helps. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude, issue 1189 that I opened was not successfully fixed in this release. I have a youtube clip to demonstrate: https://youtu.be/DEdoCYaDtyU Would you please reopen or should I open a new one? Thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Make sure to visit your MPUs. Mine were all turned off. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
All fixed. PDU is fine and tethers seem OK also -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Hi, just installed new release. Power distribution not working. Any building that pulls power from PDUs just runs out of power. It also sees the correct number of PDUs available. One more thing, ground tether no longer works, the bases just bounce if I try to enable. -
Remember this question? I just completed the second burn to put in back in the same solar orbit path as Kerbin. The difference between Kerbin orbit and the relay? Less than 2000 meters. Pretty amazing tool.
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