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techgamer17

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Everything posted by techgamer17

  1. Thanks, Ill have another look at my tech tree as they must be in there somewhere.
  2. I dont think I have that enabled, im not sure, but what does the material processing unit look like as I really dont know. I do know there is a 2.5 and a 3.75m version of it i think. I might just end up sending a logistics module and be done with it if i cant find it.
  3. Hmmmm, I dont think ive unlocked it yet which is annoying. Is it far into the tech tree?
  4. Right, so basically the first step is making sure my mining vessel for Rare Metals has large enough storage for RM for over 6 hours so that the logistics automatically works?
  5. Does this mod allow you to change the trait of a Kerbal, mid-flight, as im using MKS and I have a bunch of engineers that turned into tourists as i didnt manage their habitation.
  6. I've got a Minmus surface base set up (pic in link attached), and I have mining facilities at the base for everything usable in MKS, apart from Uraninite, Rare Metals, Water and Hydrates. I need Rare Metals to fully set-up my material kits and machinery production, but the nearest rare metal deposit is a few kilometers away (more than 2km). I have tried the Local logistics just to see if it would work, and I already have my Rare Metal mining lander where there is a high-conc deposit, but the resources stay on the lander and dont get transferred to the main base. For this ill need planetary logistics, but I have no idea how to set it up. I have referred to the in-game Wiki and its not very clear at all, and the MKS wiki doesnt explain how to set it up. I'm not too experienced with this mod either, this is my first "proper" base using MKS, and everything up to now has been (reasonably) straightforward. Please can someone point me in the right direction, or just explain how I can get my resources from any deposit around Minmus, back to my main Base. Thanks. Base Pic: http://imgur.com/a/CDcAh
  7. Ill check, thanks. Ok, I do have it installed, so I dont know whats causing this.
  8. No in the VAB, I used to be able to add resources such as machinery and material kits for a base construction, and then I was able to send them out and fill up the containers with the resource needed in the VAB. Now it just says Disable Warehouse and theres no option to fill it with anything.
  9. For some reason, I cannot send raw materials in any of the Kontainers (e.g. material kits). There used to be an option to change the supply hold to whatever resource I wanted to send, but now it only says "Disable Warehouse".
  10. Im trying to create a base core on the surface of Minmus, using all of the MKS duna modules. I kinda failed at dropping them off using the drop ship but the fix was to get kerbals to use KIS/KAS to turn them the right way up and orient them correctly. However, the game wont allow me to flip the module over without it being put into the terrain, which in turn then causes the module to either go several hundred meters in the air, or explode. Im not overly sure why this is happening and its prohibiting any further construction of my base, so if anyone knows a fix please can you say. Thanks.
  11. Thanks very much its working now. The key above tab seems to do it perfectly.
  12. I'm not running either RO or RSS at the moment, however I am using a load of other mods, such as MKS Kolonization, Interstellar and MechJeb ect, which possibly is interfering with it.
  13. KSP 1.2.2 I remember a few versions of KSP ago, i used to be able to focus back on my vessel in the map mode using the backspace key. This was useful when doing orbital insertions and encounters ect, and having to focus on the planet/moon first then go back to the vessel to watch it encounter. However, this no longer seems to work and im not sure whether I've disabled something but its a bit weird as It was a very useful feature. Perhaps there's a mod out there that allows this, or maybe i can enable something in settings but It would be much appreciated if anyone can say whether they expeirnce this or whether its a removed feature. Thanks.
  14. Why is the RT-500 Recycling module reading "In-active" when I click on it?
  15. This is for the MKS Kolonization Mod Does anyone know of a way to disable the need for Material kits/Specialized parts when deploying habitation modules and workshops ect, as 8000 material kits for one module is a complete joke. I remember when it wasn't required so how do I disable this without degrading the mod version? Thanks. Also while im here does anyone know of a tutorial on YT or a website about setting up your first base and what modules to take on your first run as the MKS wiki doesn't really outline this in enough detail.
  16. Thanks very much i literally didnt see that lol.
  17. What version of this mod do i use for KSP v1.2.2 ?
  18. Okay thanks I was using Kerbal Alarm Clocks transfer window planner to get the encounter. It seems I was still going to fast though so Ill check out the Transfer Window Planner mod....
  19. [WIP] This is a mod that adds extra Ore holding tanks for KSP, notably smaller ones. The stock Ore tanks in KSP, in my opinion, are too big for smaller landing craft (with the radial holding tank as an exception). Therefore, I am making a mod pack for myself that will give more Ore tank sizes, and also thought about releasing it to the public. Furthermore, the game has two inline-mounted ore tanks, both 1.25m and 2.5m, respectively. However, I do believe that they are too long to fit on a lander of some sort and I would like to make a half-version of the 1.25m ore tank, with exactly half the storage capacity. This wouldn't change the fact that it is 1.25m, though, it would only change the height of the tank. This would in turn enable it to be mounted on crafts more compactly. If this mod is what people may consider using after development, then please reply to this forum as this is going to go ahead for my personal use but I would like to see if the general community would like to also use these parts. The textures will probably be similar, but they might not be identical for reasons to do with copyright of Squad's textures. I will look into this. Speculated parts list: 0.625m Tiny Ore Tank; capacity around half of the 1.25 version. 1.25m Small Ore Tank; only difference to stock one is the height; therefore the capacity is half that of the stock 1.25m one. (Possibly) 3.75m Extra Large Ore Tank; for huge landers and bases; capacity twice the size of the 2.5m stock tank. These ore capacity numbers may change in development if they seem too high or too low for the relative size of the tank. All of above is true in the hope that my creativity skills with 3D design software is good enough to create a decent mod pack. Please submit your opinions below. Thanks. UPDATE: The first fuel tank is done. This one is the 1.25m half-variant one. The picture below shows the normal stock 1.25m Ore tank and next to it is the modded one. http://imgur.com/3mDW2tQ Cost: 750 Mass: 0.25 Ore Capacity: 150
  20. You could use that I guess, but this is an alternative option.
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