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KSP2 Release Notes
Everything posted by Nergal8617
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[1.12.x] Near Future Technologies (September 6)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
What are the version numbers of the Near Future mods you are trying to use? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Look in the extras folder that comes with Kerbal Atomics, there is a NFE integration patch that adds reactor modules to the engines. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I'm not positive but I'm pretty sure that one is a hard dependency. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
All three show up in the Advanced Construction node in my CTT install. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
What about them is not working? -
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.
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- parts
- construction
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
Automatic maintenance will also refuel nuclear reactors if you have extra fuel on hand, very useful. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
That is good to know. I knew about the interface, I've just never tried to use it to transfer fuel. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
Does Local Logistics work with fuel? I can't recall ever having tried. -
[1.12.x] Near Future Technologies (September 6)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
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. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
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. -
No problem.
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These two links are a great place to start for learning module manager. https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook
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[1.12.x] Near Future Technologies (September 6)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Near Future Technologies (September 6)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Oh. My. God. Great job. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
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. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
I know when the part is partially inflated it has the percentage inflated it is at the top of the right click menu. -
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.
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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'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. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
[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. -
SPACE STATIONS! Post your pictures here
Nergal8617 replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Minmus Station, currently a work in progress. Still have a few parts to add, then have to expand the hab ring.