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Everything posted by Merkov
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I'm pretty sure this is intended behaviour. It may look a bit odd, but what Strategia is telling you is that once you have done a crewed flyby, you can't begin that strategy. The strategy should however still be active until you plant a flag on the body in question. You should have a contract active in mission control from Strategia confirming this. Once you plant the flag, the contract and strategy both complete.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Merkov replied to RoverDude's topic in KSP1 Mod Releases
You can recruit any kerbal type, pilots, scientists, and engineers included, through the Kolony Dashboard button from the KSC. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Merkov replied to Nils277's topic in KSP1 Mod Releases
Thanks for all of the hard work sciencing! -
[1.12.x] Near Future Technologies (September 6)
Merkov replied to Nertea's topic in KSP1 Mod Releases
An example of this: I love the extra EC capacity of the batteries in NFE, but don't want the new NFE mechanics. So, what I do is delete everything except the batteries from the NFE folder, and then rename the folder to prevent other mods' MM patches from seeing it with :NEEDS conditions. This isn't terribly difficult, but it's basically what anyone who wanted extra radiators but not NFE would have to do every time they installed a new update. It also isn't a very elegant solution (not to mention that I'm pretty sure that renaming folders and chopping out subfolders from NFE puts me firmly in the "do this at your own risk" zone ) By comparison, downloading one mod if you want one vs two mods if you want two is a VERY simple solution. -
[1.3+] Stockalike Station Parts Expansion [retired]
Merkov replied to Nertea's topic in KSP1 Mod Releases
Yeah, that's the part I'm talking about. USI-LS only recently added it's own cupolas, and before they showed up, I always used this mod's. Stockalike Station Parts Expansion has a mm patch for USI-LS, which adds hab time to lots of its parts. I do write a lot of my own patches, so maybe I'm remembering wrong and these cupolas don't add hab time by themselves, but I don't remember writing any personal patches for SSPE... -
[1.3+] Stockalike Station Parts Expansion [retired]
Merkov replied to Nertea's topic in KSP1 Mod Releases
In my save, I play with USI-LS, which adds the concept of habitation. Basically, kerbals need space as well as recreation options to keep from going insane for prolonged missions, and having a cupola for pretty sightseeing is a way of increasing that. The mini cupolas with this pack are a handy way to add some living/recreation space to space stations while also looking really good with other station parts. Still, I would say that benefit is secondary to just looking cool. (I also like sticking them onto parts that look like they should have a "lights on" option but don't, like the stock MPL pre-1.2.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Merkov replied to RoverDude's topic in KSP1 Mod Releases
If you have Blizzy's toolbar, then it will be one of the magenta buttons with no image. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Merkov replied to RoverDude's topic in KSP1 Mod Releases
See, in my case, I think my construction port became a root part AFTER it was already docked. I docked it to my station, then undocked my tug which was at the other end. I'm pretty sure the root part of the tug/expansion vessel was on the tug and the root part of the station core was somewhere deep inside the station, so the only thing I could think of was that undocking the tug might have changed the root part of the expansion even though it was already docked to the station core...? I'm really not sure.- 1,473 replies
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Huh. I didn't think of that...
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Huh. Well THAT's not intended. Incidentally, I've moved my reply over to the USI-LS thread just for housekeeping purposes. I don't suppose you have a save file from before you recovered those kerbals? Failing that, are you able to reproduce this bug in a KSP install with only USI mods installed? Ideally, if we can find a simple way to reproduce this with a minimal amount of mods, RoverDude might be able to figure out what sorts of shenanigans are going on. If we CAN'T reproduce it with only USI mods, then we might have a mod conflict somewhere.
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Merkov replied to RoverDude's topic in KSP1 Mod Releases
Possibly useless story alert, but I have once before managed to get a station to have two construction ports docked while one was a root part (which caused an error message to appear when I tried to compress the two ports: the game warned me that I couldn't destroy a root part). The thing is, I had always assumed that I had caused that port to become a root part AFTER docking because of the way that I tend to make stations (I'll often fly up a station expansion or two docked to a tug of some sort, so there are lots of instances of docking to my station core, undocking a piece of my expansion, re-docking to the core, undocking the tug, etc.). I had assumed that at one point, the game decided the probe core on my tug was the root part, and when I undocked that from my station/expansion, it caused one of the construction ports to become the root AFTER it was already docked. I don't know for sure if that's what happened, but that was the only time I've ever had a construction port docked while a root part.- 1,473 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Merkov replied to RoverDude's topic in KSP1 Mod Releases
I've almost always turned snapping off on BOTH docking ports when I've used them, and simply aligned things by eye. My understanding was always that if snap was turned on for one docking port, then you would be forced to align them properly as per the tweakables (since there's no way to only align one docking port. Either they're both aligned, or they aren't). Having said that, when I HAVE used the snapping feature, I've never personally had it where I absolutely could not get them to dock, and certainly not had it where I had no magnetic force (as was mentioned a little higher up). Turning up some of the forces in the tweakables can help in some cases (as these will increase docking pull strength and even apply a bit of torque to help line the ports up correctly. There is a good image in the KSPedia and the MKS wiki that shows what each tweakable controls). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Merkov replied to RoverDude's topic in KSP1 Mod Releases
Welcome to the forums! Technically this would be a question for the USI Life Support thread, but this is close enough (most of us run multiple USI mods anyway) When you say you "took them back to kerbin" did you actually land and/or recover them, or are they still in orbit? I know that for supplies expiring, a kerbal needs to be beneath 25km over Kerbin in order to no longer require supplies. I don't remember for certain, but I think the same thing applies to hab/home timers expiring. If your kerbals are still in orbit, you should be able to revive them by dropping them below 25 km. If your kerbals are already below 25 km... then we have a different problem, and we'll need more details. Describe the situation, what you've done, etc. in detail. Hope this helps! Or, yeah, what RoverDude said. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Merkov replied to nightingale's topic in KSP1 Mod Releases
@nightingale, it looks like you may have forgotten to update your .version file... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Merkov replied to RoverDude's topic in KSP1 Mod Releases
It's not as simple and straightforward as I wish it was, but this thread describes the process: I have managed to get this to work on a station in orbit, but it took some patience. Hopefully you're better at EVA pack flying than I am . -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Merkov replied to DMagic's topic in KSP1 Mod Releases
If you're looking to reduce the number of extra parts in your game, I would suggest taking a look at this fine mod by linuxgurugamer It allows a couple of ways of hiding (or removing) unwanted parts from your game. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Merkov replied to RoverDude's topic in KSP1 Mod Releases
Someone was mentioning a while back that contstruction docking ports won't magnetize if one of them is the root part of its vessel. If this is the case, there is a convoluted way of re-rooting a vessel with KIS and KAS. -
Yes, but only the small stock ISRU. the 1.25 m one.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Merkov replied to Angelo Kerman's topic in KSP1 Mod Releases
Given how frequently MKS is going through changes right now (as RoverDude is getting everything settled the way he wants it) there isn't any chance of Pathfinder and MKS playing together in the near future. RoverDude has said that, once he has his mods where he wants them, he will release balancing guidelines for integrating other mods. I know there are a couple of us (I'm looking at you, @DStaal) that enjoy using USI and WBI mods, so there's a good chance you'll see some MM patches come out to help them play more harmoniously together, but we have to wait for now. Having said that, it isn't like you can't use both systems in the same save, but the two systems won't help each other the way you would want them to.- 3,517 replies
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Is it worth perhaps going with option number 2 but mentioning in text somewhere (we had discussed listing ways vessels could be modified at one point) that a part available in another mod would allow extra usability?
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I could be wrong, but unless the parts you want to move all have something in common that you can target by using the * filter, I think you have to do what you did above for each part you want to move. There's some documentation about halfway down this page that goes into details: https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook but I don't think those will help with what you're trying to do.
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I think the RT-5000 has uses with larger crews. Its EC usage is way lower than the kerbitats, and its available earlier in the tech tree than the kerbitats. I find my first space stations around Kerbin and her moons usually have an RT-5000 on board. I agree, though, that once I have access to larger MKS reactors and Tundra parts, my stations start getting retrofitted pretty quickly with kerbitats.
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