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KSP2 Release Notes
Everything posted by techgamer16
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Helium-3 and mining it for fusion engines discussion
techgamer16 replied to GoldForest's topic in Prelaunch KSP2 Discussion
Not as much as the gas giants though, apparently. -
Helium-3 and mining it for fusion engines discussion
techgamer16 replied to GoldForest's topic in Prelaunch KSP2 Discussion
In real life, Helium-3 is vastly present on the Earth's Moon, so maybe they will implement the ability to gather it from the Moon's analogue in KSP2?? -
So here's my problem... I bought the breaking ground DLC recently but I discovered that in order to get the terrain features on the celestial bodies, I need a new save file. However this means loosing all my bases and stations that I spent hours building, as well as all my science and funds. How can I upgrade the KSP world to generate these features as part of the DLC, but keep all my vessels and keep science and funds etc? Thanks.
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Nicely answered and explained, thanks. Fully understand your decisions as well.
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Hi, Does this add a very tenuous atmosphere on the Mun, and Eeloo for example? Mainly because the real-life counterparts of these bodies have very thin atmospheres and it might be cool to get a slight barometer reading from the surface.
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Title says it all. The game takes several minutes to exit and the only way to get it to speed up slighly is to somehow crash the program by spamming my mouse clicks on the window. My game is heavily modded, so this may be the cause but is there a way to solve this e.g. a particular mod that causes this? Thanks.
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When I right click on the AKI Power Transfer Conduit, no options are available for linking to other conduits, therefore meaning I can't use these experiments.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
Hello, does this mod work with the latest version of KSP, or do I have to downgrade to 1.3? Thanks. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
Make sure there is a material kits container available within 250m from the parts you are disassembling, and the material kits will flow into that container. Thanks, so thats why everyone is stuck on one star -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
May someone please explain how the Tundra training academy works. I have on on my mun base and I want to upgrade my kolonists and crew to higher levels (at least level 2 as thats what my pilot is). Thanks. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
Is firespitter actually required to play MKS? as my mod folder is huge and id like to take unecessary mods out. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
Ive just deleted all but the latest version of module manager so Ill have a look. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
I have just updated USI Core so maybe that was the issue but here is the log file: http://www.mediafire.com/file/7i7thelktdx2hda/KSP.rar -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
KSP Game is 1.4.2 MKS version is 0.55.0.0 And i believe USI Tools version is 0.12.0.0 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
Anyone else experience the Kolony dashboard missing from the game? -
This seems to be a recent issue but I have a colony on Duna using the MKS parts and every time I load the base, one or two of the inflatable modules are stuck halfway in to the ground, meaning when the physics kicks in it usually explodes some parts of the base. Is there a way around this apart from cheating every time i load the vessel to put on no crash damage etc?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
All the icons are all in the UI folder so I'm not sure. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
I may have posted this before but for some reason the Kolony dashboard icon is missing from my game so I cant access logistics etc. Is this an update issue or is it something I havent done right as it was working before I updated to 1.4.1. -
SPACE ENGINE: The highest graphics game ever made.
techgamer16 replied to DAL59's topic in The Lounge
If only planets actually had colour - something that my version of this game seems to not be able to do. Probably some form of graphics driver issue. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
Thanks very much, all is sorted and working now. For some reason the Kolony dashboard icon is missing from my game. Any ideas? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
Where specifically is that located in the game directory? And what line do it edit out? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
techgamer16 replied to RoverDude's topic in KSP1 Mod Releases
It seems that after updating to 1.4.x, all my bases don't load anymore, and instead come up with an error saying "Cannot load vessel" as they contain a "MKS.drill part" - is this still being updated to 1.4 or am I missing something?