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KSP2 Release Notes
Posts posted by techgamer16
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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??
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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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5 hours ago, OhioBob said:
Neither of those bodies have an atmosphere.
Mun's atmosphere, if it had one, would be so thin that it wouldn't really do much of anything other than produce unwanted effects. For instance, based on Mun's visual configs, I think its daytime sky would like lose its stars. Furthermore, high speed time warp is disabled in an atmosphere, so a player would be relegated to physics time warp once entering the atmosphere. Having an atmosphere would also create new conditions for science collection, and Mun already generates enough science as is. So I think the cons far outweigh the pros in this case.
Eeloo could certainly support a thin atmosphere, and I contemplated giving it one. But I decided not to because of what I consider to be a bug in the way stock parachutes work. If I gave Eeloo an atmosphere, I'd want it to be too thin for parachutes to work. While parachute semi-deployment is a function of atmospheric pressure, full deployment is strictly a function of altitude. So when a vehicle is within X distance from the ground (setting is adjustable, but default is 2500 m AGL for drogues and 1000 m AGL for mains), a parachute will full deploy even if the minimum pressure condition hasn't been met. Since I don't want that, Eeloo doesn't get an atmosphere.
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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Hello, does this mod work with the latest version of KSP, or do I have to downgrade to 1.3? Thanks.
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5 hours ago, jack gamer said:
How do I disassemble parts without losing materials
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.
14 hours ago, Gurki said:The akademy allow kerbals to up one level lower than the highest available kerbal onboard.
Not sure, but I think thatthey also need to have the same spec.Edit:
From MKS wiki :
Thanks, so thats why everyone is stuck on one star
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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.
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20 minutes ago, DStaal said:
Just a note: There appears to be some mod conflict with the included version of Firespitter and *something.* I was having trouble where none of the resource-switching, in this or any other Firespitter-dependent mod was working. It was if they didn't have any resource capacity at all.
Grabbing the full version of Firespitter fixes it, and it doesn't occur with a clean install of just Squad and USI, so it's a mod interaction somehow. Since an easy fix in the form of the full Firespitter download is available I'm not interested in doing more debugging on it, but wanted it listed in case others were seeing it and so they would know a fix.
Is firespitter actually required to play MKS? as my mod folder is huge and id like to take unecessary mods out.
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1 hour ago, TDplay said:
Do you have multiple ModuleManager dlls in your GameData? If so, delete all but the newest.
Also updating USICore won't fix issues (that's just reactors, kontainers and other USI bits and bobs), update USITools if an update is available.
Ive just deleted all but the latest version of module manager so Ill have a look.
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6 minutes ago, TDplay said:
OK. I am not experiencing this issue myself on 1.4.1. Can you post the log (in a .zip file to make it faster to download to look through) as that's a useful file that KSP spits out for debugging purposes. It's KSP.txt, in the KSP folder (one folder up from gamedata)
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
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6 minutes ago, TDplay said:
As RD said - MKS version, USITools version and KSP version please.
KSP Game is 1.4.2
MKS version is 0.55.0.0
And i believe USI Tools version is 0.12.0.0
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Anyone else experience the Kolony dashboard missing from the game?
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Thanks so much for this mod its brilliant cant thank you enough
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15 hours ago, FleshJeb said:
This might help. I just started using it in 1.3.1 and it helped with some of the bouncing.
Back up your savegame first!
Thanks alot, ill check it out.
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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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13 hours ago, voicey99 said:
I've had this issue before in that one of the versions had a mismatch between the files and filepathing. Make a UI folder in UmbraSpaceIndustries\MKS\Assets if there isn't one and transfer all the UI icons into it.
All the icons are all in the UI folder so I'm not sure.
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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.
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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.
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On 3/29/2018 at 7:22 PM, TDplay said:
in GameData\UmbraSpaceIndustries\MKS\Parts, there are files called MKS_Drill_ and then either 01, 01A, 02, 02A, 03 or 03A, each corresponds to an MEU drill ingame (01 = 100, 01A = 100A, 02 = 500, 02A = 500A, 03 = Industrial Strip Miner, 03A = Automated Industrial Strip Miner. Go into each that won't appear ingame and add // in front of the lines from "MODEL" to the next "}" (NOT the "{" on the very next line) and that will change it to the stock one. Or write an MM patch for that drill (start it with @PART[MKS_Drill_(number for the drill you want, 01, 01A etc)]) containing "!MODEL".
Thanks very much, all is sorted and working now.
For some reason the Kolony dashboard icon is missing from my game. Any ideas?
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On 3/17/2018 at 11:50 PM, Jebs_SY said:
For now one can work around this issue by commenting out / removing the texture line in the model section of the MKS drills CFG... it removes the MKS textures and they look like stock drills, tho... but work.
Where specifically is that located in the game directory? And what line do it edit out?
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Has this mod been updated for 1.4.1 or not quite yet? Thanks.
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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?
Helium-3 and mining it for fusion engines discussion
in Prelaunch KSP2 Discussion
Posted
Not as much as the gas giants though, apparently.