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Nergal8617

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Everything posted by Nergal8617

  1. What are the version numbers of the Near Future mods you are trying to use?
  2. Look in the extras folder that comes with Kerbal Atomics, there is a NFE integration patch that adds reactor modules to the engines.
  3. I'm not positive but I'm pretty sure that one is a hard dependency.
  4. All three show up in the Advanced Construction node in my CTT install.
  5. I'm not positive, but as long as you have welded the ports together so there are no more parts from the mod actually on the station you shouldn't have any problems. It would be fairly easy to test,start a new sandbox, set something up on the launchpad or runway, weld it together, save, quit and remove the mod then load up again and see if the test craft still loads.
  6. I would love to grab this mod, unfortunately I'm pushing the limits of my system with the number of mods I already have . Might be time to see what I can get rid of.
  7. Going to need a bit more information, what version of KSP are you using and a screenshot of your Gamedata folder at the minimum. Oh, and welcome to the forums.
  8. Automatic maintenance will also refuel nuclear reactors if you have extra fuel on hand, very useful.
  9. That is good to know. I knew about the interface, I've just never tried to use it to transfer fuel.
  10. Does Local Logistics work with fuel? I can't recall ever having tried.
  11. I'm loving the new launch vehicles, I now have some launchers capable of lofting large or heavy(usually both) space station assemblies into orbit. Also useful for large and/or heavy USI-MKS colony modules.
  12. If you have an MPU on the drilling rig it can push to planetary logistics; even if you never turn on the converter or have any machinery in it. That way you don't need a pilot or a logistics module. The only time you need a pilot or quartermaster is when you want to pull materials out of planetary logistics.
  13. These two links are a great place to start for learning module manager. https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook
  14. That would be nice, but with the large radial decouplers it would be fairly easy to do liquid fueled boosters, especially on a large rocket.
  15. If you have NFE installed it changes the mechanics with the USI reactors to match the mechanics of the NFE reactors. That being said, if you are sending a manned mission you can carry additional fuel for the reactors and refuel them in flight.
  16. I know when the part is partially inflated it has the percentage inflated it is at the top of the right click menu.
  17. No logs available but I'm going to bet at least some of the problem is the fact that KAX is not updated for 1.3 yet.
  18. I built a space station around Minmus. As a side note, I had never used the hab ring before and didn't know it spins when inflated.
  19. I'd have to look at the code to know for sure, but it is possible that when it does a partial inflation it uses increments. For example you might have had enough Material Kits to inflate 3/4 of the way but not enough to fully inflate so it only used that many Material Kits, then used what it needed to finish from the next shipment that arrived.
  20. [snip] How about the fact that one hab ring takes 46000 material kits to fully inflate. Your first 30000 only inflated it part way so they didn't disappear, they just went to finish the job.
  21. Minmus Station, currently a work in progress. Still have a few parts to add, then have to expand the hab ring.
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