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Everything posted by Krakatoa
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SPACE STATIONS! Post your pictures here
Krakatoa replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Just re-entered this one since a couple of the tanks will be depreciated soon and didn't want it to simply get deleted. I'm going to rebuild with parts that are sticking around. Mostly uses Bison parts from Wild Blue's Heisenberg set, a few MOLE tanks and engine mounts, and Mk2 Expansion parts for the front side-affixed observation pods. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
Almost got it back on the ground in an assortment of pieces, down to 160 m/s before impact, but it was on water, so lithobraking never set in and every single part was destroyed. Managed to balance the thrust of the one nacelle for the whole trip down, just couldn't wipe out that last chunk of speed. All crew were successfully recovered through escape pods and one visit by an extraction vehicle. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
For sure. Is it DSEV that has your continuing 2.5 tanks? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
Hahah, eep! Okay, I installed 3 escape pods on the station, so that's 3 of the 5 crew, and I imagine I can get a craft up to grab the others. Then maybe use the AI to attempt an "only most of the stuff destroyed" style reentry. Going to be exploring using the Bison as a station core more. It makes for a grand, almost nautical style station. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
Sorry to derail, but re- your question on page 10 about 2.5m tanks, @Angel-125, I forgot you were hoping to drop support for them soon and incorporated a few into a space station for their re-configurable storage, so when you're getting close to taking them out, a heads-up would be great so I can plan the missions to evacuate the crew. The Bison station is planned to have another nacelle-style back outrigger on the other side, but then I remembered that this station will get deleted, so I'ma replan and send a new one without them. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Krakatoa replied to IgorZ's topic in KSP1 Mod Releases
Yeah, one to detach and pick up, the other to attach, isn't it? Point being, it's the normal KIS/KAS controls for lights as it is anything else. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Krakatoa replied to IgorZ's topic in KSP1 Mod Releases
Assuming you have both of them, get a kerbal with a screw gun equipped up to the part, hold g, click it, then attach it where you need it like normal. Just gotta keep your kerbal in range. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
Ah, so for your station, it got sent up as a separate attachment almost as a satellite. That definitely makes sense. Was attempting to have it be in a shroud at the end of an added arm with a command pod and docking port on the other side with a MOLE and DenEye in between. Current iteration is so that I can set the upper pod as a return system once the supplies it's carrying have been offloaded. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm interested to see how other folks have used the Brumby Solar Observatory or inline radiator. They clearly attach to the normal Titan size, but any built in fairings clip through and trusses from normal fairings grab onto the bottom node, so you can't really set up a breakaway engine mount. In the process of setting up my first MOLE station and I'm ready to send up the science wing. Cheers! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Krakatoa replied to RoverDude's topic in KSP1 Mod Releases
The folding stock radiators cool the entire vessel, the ones that don't move have a note in the tooltip that talks about only the nearby part and I think only cools its parent, so I imagine that modded radiators follow those same rules, just make sure the radiator doesn't have the note about nearby parts. ETA : That was very synchronized posting, so what DStaal said -
I get what you're talking about by context clues, so cool on reflective/shiny metal things, would be one of those subtle but substantial changes to the look. My ability to do any of the above, coding, textures, modelling, are not there, so I'm just glad to be able to take advantage of the hard work of those with the calling.
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You can place a landing point, but it doesn't work the same as a waypoint, and you can't select it as a navigation point in SAS. If there is a way to do waypoints, that's specifically something I've wanted when using it. Other'n that, I can't imagine anything that KerbNet would offer that SCAN doesn't do better except for the insta-ore scan like you mentioned.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
Ooooh, yeah, definitely use the fuel-bearing converters from 2.5 to MOLE and the multi-engine mounts. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
I used a couple on missions that are already back on Kerbin because they look nicer than the 55 gallon drums, but I can understand dropping them and wouldn't be heartbroken. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
Indeed! Works fine for me, and just knowing the limitations of KSP and KIS and all the rest, I just plan around that. Mess up attaching something? Move it further away or into the inventory, then try to reinstall it.- 3,519 replies
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- geoscience
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
I've had things explode on me as well, and it almost always happens when I try to screw something down in the place where I was picking it up from was. Like, I forgot to hit H to lock it down the first time and tried to attach it in the same spot. Haven't run into it as much other than that, and I always try to pack a couple spares.- 3,519 replies
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
Minorest of notes, and I have never used Github and don't know how to do any of the functions there, but the agency file for Heisenberg points to WBI/Airships/Agencies/Flag for the logo instead of WBI/Heisenberg/Agencies/Flag so it doesn't show up in the contracts window if you directly unpack the zip. Cheers! -
Empty Mission Archives
Krakatoa replied to Krakatoa's topic in KSP1 Technical Support (PC, modded installs)
Oh interesting, thank you. It happened a few times mid-play where I hadn't tweaked anything, but who knows. I'll live with it for now, haven't lost them in a while, and the most recent time I was able to get them back by loading a very recent save.- 2 replies
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- bug
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Krakatoa replied to SuicidalInsanity's topic in KSP1 Mod Releases
I'm diggin' all the pieces of this. Just made a Predator drone looking 2 seater with the on-edge cockpit and a couple inverters to complete my most recent contract to use the Bansee VTOL fans, and they worked a charm, only question I had is if there's a setting I can tweak somewhere to make them a little quieter. They were far louder than any other engine or set of engines, including launch rockets. Almost thought my sound cut out when I turned them off to switch to just an afterburner, but even at full power, the sound didn't compare. Thanks!- 1,509 replies
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The new changes are looking sliiiick, and planning it so they can be used in the cargo bays of your other mods is genius. How large is the Heisenburg hangar compared to say a large stock fuel tank size? Looking forward to expanded usage for the Buffalo. Also managed a controlled flight with the jetwing around the KSC, and that was thoroughly fun, so thanks for that, as well.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Krakatoa replied to RoverDude's topic in KSP1 Mod Releases
I like having a mix of Kerbals, but most of the ones I've had contracts to save since downloading the mod have been Kolony-related. Is there a way to tweak the ratios? The original Kerbals had much higher G-force resistances and I like to use them for most basic missions. Thanks! -
Hello, forums! I'm running several mods, but up until recently, I could go into Mission Control and look at my mission archives to see completed, failed, etc. missions. They are now all missing. The most recent mods I added were the full Interstellar Fuel Switch and the Surface Experiment Pack, but I've also updated a couple others, as well. I can still see the missions to accept, and the missions I currently have, but once I complete something, it just disappears from the list rather than becoming a completed contract. I've checked my recycle bin, and there's nothing other than the old version mod files from updating. Current mod list: [x]Science Toolbar Community Tech Tree Orbital Science IFS KIS/KAS EngineerRedux Mk2 Plane Expansion OSE Workshop (haven't used it yet) A few USI part mods MKS, but haven't started Kolonization and have only used MKS as much as saving Kolony Kerbals VesselViewer Raster Prop Monitor Universal Storage Final Frontier Planetary Base Systems Kerbal Alarm Clock SCANSat and Pathfinder Where in my game folder can I find the relevant files, or does anyone know something that could help? I've checked the various mod threads and through this one, but it seems to be a new problem. ETA: On more playing, completed contracts are going into the list again. All the old ones were purged, but it seems to be working again. Still curious what may have happened, but it's not much of a problem anymore.
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
Krakatoa replied to RoverDude's topic in KSP1 Mod Releases
I've checked Github and in all the USI packs, but can't find a texture to go with the underwater sample collector. Currently showing up as a pure black instrument that extends out a cone. Don't think it could run an experiment, either. Did I mess up a file somewhere or has it not quite been completed yet? Thank you so much for the mod, I love the designs and it's highly satisfying to have a controlled venture under the sea.