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Everything posted by pheenix99
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
pheenix99 replied to RoverDude's topic in KSP1 Mod Releases
Something along these lines, but for Material Kits/Specialized Parts (or at least includes them). https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-(Tundra-Series)#mks-tundra-mobile-workshop Think I found what I needed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
pheenix99 replied to RoverDude's topic in KSP1 Mod Releases
Sweet. Now I just need to find an up to date resource chart and I can start planning. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
pheenix99 replied to RoverDude's topic in KSP1 Mod Releases
I'm good with only requiring kerbals to construct base modules. No worries about slow production of MK/SP. I only have a rudimentary understanding of planetary logistics....don't quite get pushing/pulling. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
pheenix99 replied to RoverDude's topic in KSP1 Mod Releases
If memory serves me right, some modules require a kerbal on board (either the module or the station, I don't recall) in order to function. Is there a mod or config file tweak that I can use to remove that requirement? Basically I'd like to be able to land a drone on a planet, mine resources and produce Material Kits/Specialized Parts BEFORE the Kerbals arrive on the planet to begin base construction. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
pheenix99 replied to Nils277's topic in KSP1 Mod Releases
Fair enough.....Thank you. -
If I remember correctly, some fabrication modules (USI for example) require personnel on board to function. What I'd like to do is land a drone ship on a planet and fabricate the required Material Kits/Specialized parts so they're available and ready when the Kerbals arrive on the site. Is there any sort of mod that would allow me to do this or do I need to go into the config files for the parts and remove personnel requirements?
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
pheenix99 replied to Nils277's topic in KSP1 Mod Releases
This is true. Seems this mod is a smidge out of sync with the changes. It's been a long morning, didn't notice the age of what I was quoting. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
pheenix99 replied to Nils277's topic in KSP1 Mod Releases
Doesn't USI use Material Kits and Specialized Parts? -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
pheenix99 replied to dboi88's topic in KSP1 Mod Releases
Oh well..... -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
pheenix99 replied to dboi88's topic in KSP1 Mod Releases
Lading: Placing a craft on a planetary body in such a way where it can be used again. At least that's how I define "land successfully" -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
pheenix99 replied to dboi88's topic in KSP1 Mod Releases
I'm ok with this. Has anyone managed to land their craft on a place like the Mun, Minmus, Duna, etc? -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
pheenix99 replied to dboi88's topic in KSP1 Mod Releases
Sweet....thanks. Now I can freeze troublesome kerbals and jettison them on eve -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
pheenix99 replied to dboi88's topic in KSP1 Mod Releases
@dboi88 I noticed on GitHub, you made an entry on 30 April regarding Deep Freeze support. Has there been any forward motion on that? I'd think a small part (same size as the reactor) with room for maybe a half dozen kerbals and some glykerol (I think that's the fluid used) would be a great addition to the mod. -
[1.12.2] BARIS - Building A Rocket Isn't Simple
pheenix99 replied to Angelo Kerman's topic in KSP1 Mod Releases
Is seemingly random kerbnet outages a feature of this mod? I don't know if I need to start troubleshooting or not.- 571 replies
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- baris
- part failures
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(and 1 more)
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Thanks....I'll check when I get home.
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For the pods with build in docking ports, what docking ports are compatible with it? Just want to know what to install on my station.
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Coyote Space Industries - Dboi's Dev Thread
pheenix99 replied to dboi88's topic in KSP1 Mod Development
I whipped up a configuration where instead of cargo containers, it was alternating karborundum and karbonite storage....holy balls karborundum is expensive. Maybe I'll have a constellation of collectors and a logistics module on the Coyote..... -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
pheenix99 replied to dboi88's topic in KSP1 Mod Releases
Good Lord warp drive would be epic on this mod. But I'd settle for thrusters & landing gear -
TCA + some electric fans = tons of fun
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Can't wait for the 1.3 release
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Coyote Space Industries - Dboi's Dev Thread
pheenix99 replied to dboi88's topic in KSP1 Mod Development
I just remembered that my main request can easily be tweaked in Notepad (science/data capacity in the lab). I just looked at the cfg file (yay DropBox) and realized that there was an extra zero that I was too tired to notice last night. Hmmmm....if I remember correctly, there's an atmospheric Karborundum collector, maybe I'll slap a few of those on the hull -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
pheenix99 replied to dboi88's topic in KSP1 Mod Releases
Oh and please don't take away my ability to launch from Kerbin -
Coyote Space Industries - Dboi's Dev Thread
pheenix99 replied to dboi88's topic in KSP1 Mod Development
Thanks. Perhaps searching by resource use only picks up on default resources (ie: If that tank stores monoprop by default, it would only show up if I searched by that resource). Also, what is your preferred method for suggestions regarding features for future releases? Here, via PM, etc? -
Coyote Space Industries - Dboi's Dev Thread
pheenix99 replied to dboi88's topic in KSP1 Mod Development
Awesome mod! I decided to start a sandbox game to get a feel for the craft as I haven't quite unlocked all of the parts in career mode yet and I'm utterly amazed that I can launch the damn thing from Kerbin. What I haven't quite figured out yet is how to refuel the ship. I can obviously have a few cargo containers configured for Karbonite, but when it comes to Karborundum, the ship hull seems to be the only item that stores it. I looked at configuring the USI containers (which is how I got to Karbonite), but there was no Karborundum option. Hopefully it's simply a matter of missing a particular mod (I have Karbonite and Karbonite+). When I get home, I'll check things out in my sandbox game just to rule out whether or not the problem is caused by not having unlocked the right module. /edit: I'm using Interstellar Fuel Switch and Configurable Containers if it matters.