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Everything posted by Waxing_Kibbous
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List of Mods Compatible with KSP 1.3
Waxing_Kibbous replied to ArmoredReaper's topic in KSP1 Mods Discussions
A couple more: http://forum.kerbalspaceprogram.com/index.php?/topic/141180-13-easy-vessel-switch-evs-v130/ http://forum.kerbalspaceprogram.com/index.php?/topic/139724-13-surface-mounted-stock-alike-lights-for-self-illumination-v140/&- 27 replies
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- 1.3
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Can MM make manned pods use EC?
Waxing_Kibbous replied to Waxing_Kibbous's topic in KSP1 Mods Discussions
This is close, but still uses EC when the pod is empty. Hmmm... -
Can MM make manned pods use EC?
Waxing_Kibbous replied to Waxing_Kibbous's topic in KSP1 Mods Discussions
Thanks for the suggestions, I've been playing with various LS mods trying to find a system that suits me. If I decide to use EC as the only LS resource than USI will work (CLLS seems to be broken currently), I tried Snacks! and was hoping to add EC usage to it. -
Can MM make manned pods use EC?
Waxing_Kibbous replied to Waxing_Kibbous's topic in KSP1 Mods Discussions
Yeah, quite a few LS mods use EC but I think the mechanic is hard coded while just the rate of usage can be modified via MM. -
As the OP says, I'd like to be able to have any manned pods/parts use EC, perhaps also on a per-kerbal basis, so a full hitch-hiker would use more EC than a MK-1 for example, but a hitch-hiker with one crew would use the same as the MK-1. Bonus if a condition that Kerbals die if no EC for x time can be done as well.
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Could you be so kind as to post your MM config here? I'll probably be playing 1.2 for quite some time still.
- 933 replies
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Feel free to adjust the settings.cfg in your kerbalism folder: // storm settings StormMinTime = 2160000.0 // minimum interval between storms over a system StormMaxTime = 8640000.0 // maximum interval between storms over a system StormDuration = 21600.0 // how long a storm last once it hit StormEjectionSpeed = 1000000.0 // cme speed in m/s
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Waxing_Kibbous replied to Thomas P.'s topic in KSP1 Mod Releases
https://www.dropbox.com/s/s3k1sdo4zkdgdyk/kopspam2.zip?dl=0 There is also a save, just go to the orbiting craft and toggle between map and vessel with 'M." I noticed something odd, there was a mention of a man. node before the spam, but no node exists. PS plz don't kill Val -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Waxing_Kibbous replied to Thomas P.'s topic in KSP1 Mod Releases
See above, I did one test with OPM and another with no packs at all, only Squad, Kopernicus, Moduleflightintegrator, and MM. Both got spammed. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Waxing_Kibbous replied to Thomas P.'s topic in KSP1 Mod Releases
Yep, 64bit Linux. I wonder if this happens on macs as well- if so my very limited experience in these matters tells me it's probably a case mismatch (right term?). As in, one place has "variable" while another has "Variable." Again, I'm no proper coder tho -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Waxing_Kibbous replied to Thomas P.'s topic in KSP1 Mod Releases
I've been getting log spam, I see this has been an issue in the past but haven't seen a resolution. I just tested with the latest Kopernicus version and previous one with the same results. Here is the log, craft, and instructions to repeat. Gamedata has: Squad, Kopernicus, Moduleflightintegrator, MM v2.7.6 (also happened with 2.7.5), and OPM. https://www.dropbox.com/s/yaiaxdlday1rnw7/KopSpam.zip?dl=0 Edit: I removed OPM and tried again, this time while in orbit I opened the console window. When focused on the vessel there is no spam, however in map view, either focused on Kerbin or the Mun I am getting a constant flow of errors. Switching back to the vessel stops it, switching to map mode starts it again. This seems to be the simplest stripped down case to reproduce, I hope it helps. -
I have another MM request I'm playing with the Colonist mod, and I'd like to make them either immune to hab effects similar to MKS, or just have a longer duration than the others. Anyone have any ideas how to make this happen?
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I'm curious as to what happens when a hungry Kerbal throws out science. Is that particular biome's experiment points gone forever, or can you go back and get them again?
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EVA Fine Controls
Waxing_Kibbous replied to natsirt721's topic in KSP1 Suggestions & Development Discussion
I recall one of the Gemini astronauts saying how exhausting an early EVA was because there were no proper handholds at the time. Because of this and OP I will now design my craft with ladders in the appropriate locations. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Waxing_Kibbous replied to RoverDude's topic in KSP1 Mod Releases
From what I've seen selecting male or female acts like random in that either a male or female will spawn. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Waxing_Kibbous replied to RoverDude's topic in KSP1 Mod Releases
I think I may have found an issue in the pre-release- in the settings Kolonists hires are set to 1000 but in the complex they are 50,000. Anyone else see this? -
Stock tank balance
Waxing_Kibbous replied to CarnageINC's topic in KSP1 Suggestions & Development Discussion
This thread kind of went off topic, but I've been using this for the 2.5m command pods for quite some time, it seems reasonable to me: @PART[Mark1-2Pod] { %mass = 3.15 } @PART[mk2LanderCabin] { %mass = 1.85 } -
Stock tank balance
Waxing_Kibbous replied to CarnageINC's topic in KSP1 Suggestions & Development Discussion
I'd like to see a MM patch showing this ideal tank balance. It's one thing to say they need rebalancing, it's another to actually rebalance them. Make a cfg and let players try it out. -
Properly working burn time indicator
Waxing_Kibbous replied to Gaarst's topic in KSP1 Suggestions & Development Discussion
This is a pretty important fix, I can't imagine playing without better burn time. I remember when I first started playing this was a big source of confusion and frustration. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Waxing_Kibbous replied to RoverDude's topic in KSP1 Mod Releases
Hey all, I poked around github a bit but didn't see where to get the pre-release, can somebody point me in the right direction? I assume it is just a drag and drop install. -
Is it possible to add the exercise bike *ahem treadmill to other modules via MM? I'm playing with the station parts expansion, it'd be nice to add some gear to other parts. Edit: I dug it up, just add this to a MM cfg with the name of the part (here it is the crewpod-habitation-25) @PART[crewpod-habitation-25]:NEEDS[FeatureComfort]:FOR[Kerbalism] { MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 // 4y extra_cost = 0.25 extra_mass = 0.05 } @tags ^= :$: comfort: }
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Yep I do have deep freeze, but am on the fence about actually using it. It's a bit into Sci-Fi territory and maybe seems a bit OP?