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Everything posted by gamerscircle
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Just curious, is there a different before the GC standalone vs the one that is part of MKS? I ask, because the ISRU used to allow you to convert ore to material kits and I don't see that anymore. thanks
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
Ah ha! That is where it came come, but my ISRU' no longer have the ability, is that because GC that I have installed is from the MKS vs the stand alone? Unbalanced? Well, darn it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
I thought I read or heard something.. [perhaps it was a dream] that MKS did it and perhaps I had a bad install or something. Alright, well - I will just have to get the drills to work harder.. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
I have a random question, was there a way that an ISRU [or another part] could convert ore to Material Kits? -
Probe Cores - HIbernate - Auto by default
gamerscircle replied to gamerscircle's topic in KSP1 Mod Development
Thank you again.. appreciate it. -
Probe Cores - HIbernate - Auto by default
gamerscircle replied to gamerscircle's topic in KSP1 Mod Development
Wow.. nice.. I assume the Gamedata Director would be alright for this? -
Hi all, I suppose this could be a MM patch? I don't suppose anyone has written this or would mind writing one? I have lost a couple of probes because I forgot to set the auto option and save the EC. Thanks
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I followed the above: Mod (!copy-paste into the browser URL bar!) http://www.mediafire.com/file/74je3cd0fwbt8rz/CollisionFXv3.3a.zip DLL (overwriting): https://github.com/Alshain01/CollisionFX/releases/tag/3.3.2 settings.cfg (overwriting): https://drive.google.com/open?id=0B0ecjGtmpCT1U083UEl1OUpUbzA The only sound that I hear if the Bang1.ogg
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Alright, it was the only one on the page that didn't have a link to a craft file, I just thought perhaps it was over looked. I will attempt to recreate it based on the image...
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HI all, I am looking to move around some Tundra and Duna structures [didn't know what I was doing when I starting using MKS] and I see here: https://github.com/BobPalmer/MKS/wiki/Konstruction-Vehicle-Examples That the PAL MAGNET which might be the answer I am looking for, but there isn't a link. I tried looking through here and a search, but missed it?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
I think I was on the correct path, I guess I just couldn't explain it correctly: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
Perhaps I worded the question incorrectly and the forums BB coding messed up my original post. Tunda Agri Mod that is currently doing Culivate So it is making supplies from Substrate, Water and Fertilizer. Yes? I also understand that I can do the [D] swapping out Dirt instead of Substrate. [ aka Culivate [D] ] By using an 'engineer' to change the bay to just Agroponics would be Mulch and Fertilizer? Is that correct? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
I suppose I am just dumb, but that doesn't help when I look at the Tunda, Agi Mod and I have Cultivate , Cultivate [D], Agriculture , Agriculture [D], Agroponics. So, since I don't wanna use either Dirt or Substrate, I would pick just simply change to Agroponics? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
Could someone tell me what I can have an engineer change on a Tunda Agri Mod that is currently doing Culivate (S) so that I can start recycling / converting mulch to supplies? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
[reaches for a sickness bag.. only to find 3 different user manuals & an addendum] -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
Good with the bad... [wonders if his Hello Kitty account is still active] -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
http://imgur.com/IdBAafQ In case you wanted to see what I currently have. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
I will read the above, my Mun is over 250% , -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
That is a thing in KSP? I that with the new MKS skills, as I haven't really used them... Just trying to get the basics of MKS and getting a foot hold understanding of what I need.. then, trying to branch out to a little to refine what I have in place.. is a challenge. ie, I have an 'okay' infrastructure on the Mun, but it got to where I had to do supply drops to my drill sites almost every 30 days.. [I have to Agi mods making supplies] , then someone suggested that I include the small recycler at the drill sites. and "wham" I get over a year vs ... Then a suggestion to start converting the mulch to supplies... [this I thought I understood, but one step at a time.. as I need to swap out the current drill sites] -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
Can't one plunder [insert pirate themed music] one planet to move further away from people and be happily isolated with his machines? No? Well, then unfortunately - I will have to wait on further reports to see if that is really the situation [sure, realism and what not] in a KSP career mode, I don't see a feasible way of testing a planet for that.. [perhaps I just don't have the smarts] Back to using [err.. hiring] Kerbals and loading up their backpacks with lunchables and madlibs. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
HI there @sh1pman - The video links show that on Kerbin, I can use 2 1.25 reactors to power 4 [12 separators] unmanned drills and all the cooling with about 85% load still left on the 2nd reactor. However; when I take the same setup to the Mun, I can only get 1 drill [3 separators] online. If I had to take an engineer along for the the unmanned drills.. lol , then I have to change the job posting at KSC. okay, I have that same issue with the stock deployable as well. About the only time I see them really attract heat, is when I land a craft anywhere near the structure. Still, I honestly can't understand that unmanned can have some diminishing returns and one would think that adding some additional power and cooling could balance? However; in the video that I made, it seems like you will need a 3:1 for the mun? For ever 1 drill [3 separators] you will need almost 2 1.25 reactors? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
Hey all - I was curious if anyone had time to check out a MKS rover that came up with that tests out okay on Kerbin and have issues on the Mun? Here is the post that I did ealier: http://forum.kerbalspaceprogram.com/index.php?/topic/154587-122-modular-kolonization-system-mks/&do=findComment&comment=2968015 There are two links to a YT video that I made during my stream. The first link is testing on Kerbin, the second link is testing on the Mun. If this post is unprofessional or goes against the forums rules, it was not my intent , the MKS mod is really a diverse and open ended mod, while at the same time is not for the faint of heart. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
Alright, so I did it again.. I setup a rover with [hopefully] the correct about of EC and Cooling and tested it on Kerbin: https://youtu.be/ySziMwC0tgk?t=35m49s I go through each part and wait as the heat and power ramp up.. it works! I was very happy. [like I actually read the manual and listened tot he smarter people in the forums] However; I make a very slight modification to the rover. I remove a unneeded reactor and put in the MPU [didn't know I needed this] and ship it off to the Mun, the heating/cooling is all out of wack. https://youtu.be/ySziMwC0tgk?t=1h32m21s Again, looking for some assistance here? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
Since I am confused still.. in regards to the new Automated drills, do I need an MPU for "push" the resources? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
That ALT Click is not working.. is there a setting options that I need to have enabled? - ok ok.. I get it .. now... let me see if I can get this screen shot squared away. Here is an updated screen shot.. I am getting the mineral full message... I thought that the drills have built in logistics? http://imgur.com/RxGMTSF