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Everything posted by Nergal8617
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
Local Logistics should let you load a landed vessel as long as it is within range, be aware that some resources are not transferable with Local Logistics. -
You can with a surface colony as long as you have resource mining and converters to get fertilizer. If you want closed loop on an orbital station it's not going to happen, at the least you would have to ship in fertilizer.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
As far as I know, you can't. There is a reason b9 is included in this mod, it is a hard dependancy. In other words, it won't work right without it. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Umm... It's not exactly abandoned, it's just been replaced by SSPXr. This one works for the current version of KSP it's just not going to be getting anymore updates. -
[1.12.x] Near Future Technologies (September 6)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Yep, yesterday. Can be found here on Nertea's Github. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Nice! Can't wait to try these out. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
@Cassin, make sure the wheels are facing in the right direction. There is an entry for the Akita rover in the in-game KSPedia that will show you which way the wheels should face. If I'm recalling things correctly(which I may not be) that front left wheel in your screenshot is backwards. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
Any chance of some pictures of what is going on? I build most of my bases on Minmus and don't run into this problem, especially with the ground tether turned on(side note, you only need to turn it on for one part per vessel). The only time I get issues with things jumping is when there are weird colliders when I attach something with KIS/KAS, when that happens things get launched thanks to the low gravity. -
It's in the FTT pack - https://github.com/BobPalmer/FTT/releases (or bundled with Constellation) It doesn't contain the part being asked for anymore, probably got deprecated in favor of the Orca command pod.
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[1.12.x] Near Future Technologies (September 6)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
As long as you have enough cooling for the reactor it should. MKS drills tend to use up a lot of cooling so separating them could be helpful, just make sure to have lots of battery available both on the reactor and on the drilling rig or you are going to end up starved for EC due to the way the power transfer works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
This is probably a good thing; I can totally see Jeb blasting a surface base from orbit. I'm not sure I'd want kerbals playing with railguns at all -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
Not currently. You have to load up a ship on the surface and launch it to the station to resupply. As far as I know there are plans in the works for automated orbital resupply of some sort but I haven't heard much about it recently. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I believe that requires an engineer on EVA, and some specialized parts/material kits are consumed by the switch. I think it's just Specialized Parts and Electric Charge with an Engineer on EVA. I know it's detailed in the KSPedia entries in game. EDIT: Just did a double check, it takes Specialized Parts, Material Kits, and Electric Charge with an Engineer on EVA. You can find the cost of each conversion in the expanded part descriptions in the VAB. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I always figured there was an underlying reason why MKS had so many resources, now I know what the reason is. It's kinda nice to have my curiosity satisfied -
I am getting a lot of config errors
Nergal8617 replied to Ant432's topic in KSP1 Technical Support (PC, modded installs)
It looks like you have updated to MM 3.0.0 which had some code changes. The MM patches in your mods have not been updated for for MM 3.0.0 yet which is causing some of them to throw errors. The question then becomes are your mods working as intended? If they are, good; if not, you may need to downgrade to MM 2.8.1 until the mods get updated for MM 3.0.0. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I agree, the option to turn it on or off is key. Again, totally agree here. This I especially like, I should be able to overhaul a part and it should cost me materials. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
An important note, if you open the inventory on the kontainer before you send a kerbal EVA you can still interact with the inventory up to the max grab distance set in the KIS config, so there is a potential workaround. That being said, I'm not sure I'd go to the effort of redesigning the kontainer especially since it looks like the core issue is going to be addressed at some point on KIS' end. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I don't use the 5m kontainers much so I don't run into this issue much but it can be troublesome. I suppose the kontainer could be redesigned but wouldn't it be easier to make the part menu max distance match the grab distance set in the config? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
Found this over on the KIS thread, apparently it is a limitation within KSP. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
Thanks. Yeah the MKS Thermal Cooling System is the best thing to use, my standard mining rig has a lot of them to cool the drills and reactor. I believe it does both. Not as far as I have noticed, I have my grab range boosted and I still have problems opening the bigger KIS Kontainers. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
Lots . Each separator generates heat and each industrial stripper has multiple separators. Then you add in the fact that load goes up as your Kolonization bonuses go up which causes each separator to generate more heat, use more EC and output more of whatever it is mining. I know there is a formula floating around somewhere to calculate it but I can't seem to find it at the moment, maybe another helpful person can point us in the right direction? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I like most of this, the only thing I really have a problem with is the "In all cases, the health bar can never be refilled." part. On one hand I can sort of agree with it but most of the methods of replacing parts(with the exception of sending a new one from Kerbin) amount to rebuilding it in situ, so why can't I just rebuild the guts of the part over time? It should cost resources to repair a part but in a lot of situations I shouldn't have to simply scrap the whole part and replace it. For instance the Tundra Industrial Refinery, sure the internals might wear out without maintenance but unless it blows up completely the hull should still be there and my engineers should be able to repair and replace the internal parts. I can even make this argument for smaller parts like drills, the part of the drill that is going to see the most wear is the cutting head and those are replaceable. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I might have to look into what dangit actually does (I've never read up on it) but I know BARIS comes with some other mechanics in addition to the part failure that I personally don't want. In all honesty I'd rather see a revamp of the current wear mechanic along the lines RoverDude mentioned a couple of posts ago than add another mod to my list. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I like this design, this would cause me to turn the wear mechanic back on. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
Interesting ideas, but not something I would want to deal with. I'm fine with parts breaking at random, it gives you a challenge to overcome and a reason to design redundancy into your bases, but the whole reason I turn off the current wear mechanic is because I don't like having the output of my converters vary as they consume machinery.