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Everything posted by Nergal8617
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Yep, happens to everyone eventually. It's one of the main reasons I no longer build craft without an alternate means of control if I'm going to be going EVA from said craft. I make sure to turn on SAS before going EVA, but if you don't have either a pilot or a probe core that will maintain stability it will turn off as soon as you go EVA and you end up spinning.
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Better Base Building Request
Nergal8617 replied to Col. Kernel's topic in KSP1 Suggestions & Development Discussion
When you do get to the point that you are ready to play with mods, the USI mods by RoverDude are probably the closest you will get to Sim Colony on top of KSP. -
Today I continued the expansion of the infrastructure for Minmus Base. Got the manufacturing facility in place and then had to expand it to keep up with demand. Ground Construction and KIS/KAS are essential when it comes to expanding a base that is already in place. Next steps are more mining locations just to ensure I don't run out of raw materials, more power production for the manufacturing facility, and continued construction of the orbital transfer station. Here is a shot of the expanded manufacturing facility.
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Bring up another vessel with supplies and probably some decent habitation. Depending on where the rescue contract is in the system it could be quite difficult to pull off.
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Better Base Building Request
Nergal8617 replied to Col. Kernel's topic in KSP1 Suggestions & Development Discussion
I've built some rather nice bases using USI-MKS along with a few parts from Stockalike Station Parts Expansion. They aren't exactly like the ones from Subnautica(yes I have it and play it), but that's mostly because the ones from Subnautica are designed to be built under water. Here, have a screenshot of a base on Minmus. -
So far today work has continued on the Minmus Base Expansion Project. Scouted a location for an additional mining outpost(different resources), completed design work on the manufacturing outpost, and started work on a crew transfer/research station in Minmus orbit. Next step is to decide what needs to go down to the surface next, then scout a location to mine uraninite so I can keep my various reactors going in the long term. After that will be more launches to continue construction of the station.
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Don't know about better but it works. sound_vent_large = decouple If you so desire you can also add that little puff of white smoke you get with the stock decouplers by adding this. fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple I have both of those in a MM patch if you want them.
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Just did some digging and testing of my own. Ended up using a slightly different bit of code from the stock decouplers but it works like a charm, thanks for pointing me in the right direction.
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Making the patch is no problem, take me a couple of minutes at most, I was just looking for some sort of confirmation that this will fix it.
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Today I started expansion of my base infrastructure on Minmus; the first step being to move all resource gathering operations away from the main base location(drills in USI-MKS will kill your FPS if you have a lot in one location ); next is a manufacturing site for everything needed to be self sufficient. Here is a screenshot of the first mining outpost with the crew lander off in the background.
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No, I get that one too. I'd kinda like to know how to make it go away since it's annoying.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Nothing in that list jumps out at me as an obvious cause. Normally I would offer to replicate your mod list to see if I can track down the problem, however I'm pretty sure my not so great system would throw a fit if I tried it with this mod list. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
I have been completely unable to replicate this behavior with the Scylla, I've even gotten my rocket going fast enough before leaving the atmosphere to get heating effects. Without knowing what your mod list looks like I can't even begin to guess where the problem is coming from. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
Now there is a thought, I have some really big rocket parts(7 meter) and engines now thanks to Nertea and Near Future Launch Vehicles. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Congratulations. And yeah, everything pretty much gets put on hold when you have a kid. Been there, done that, have the "Worlds Best Dad" t-shirt. -
It's 1:1. Every unit of supplies consumed creates one unit of mulch. Found it on the wiki here.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I was watching the resource panel when I noticed it and all my raw resources were still going up. -
[1.12.x] Near Future Technologies (September 6)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
More radiators can work(I think), just keep in mind that some of the larger reactors are going to require insane amounts of cooling if you do it that way. I personally have never tried to use a large reactor on a mobile vessel, all of my reactors are in ground bases where I have parts from another mod that provide massive cooling while on the ground. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I've noticed this behavior as well, however I also noticed that even though the rate on the drill said n/a it was still pulling up the resource like it was supposed to so I ended up just ignoring it most of the time. -
[1.12.x] Near Future Technologies (September 6)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
This is a know issue with the stock heat management mechanics during time warp; Nertea has been trying for some time to find a workable solution. I think the heat management is supposed to get an update with KSP 1.3.1 so we can hope for good things. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
I've since done some additional testing on clean, standalone install of KSP with just KRE and Mark IV with no issues, I'm thinking there is a some other mod interaction going on. If you would like to PM me links to your non Nertea mods I can look into which ones are causing the problem. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Me too, the only one that isn't included in any of Nertea's other mods is Firespitter and I have other mods(USI mods) that keep that on up to date. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Those look awesome. The more I see, the more excited I get for these to be released. Great job Nertea. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Got 'em. Taking a look now.