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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Svish replied to SuicidalInsanity's topic in KSP1 Mod Releases
Hey! Apologies if I've misunderstood and these parts actually don't belong to your mods, but I think they do. It's the Mk2 Service Bay and Mk3 Service Bay, where you can configure a tank type to have in the middle of it. I was wondering if it would be possible to add another type of "tank": A CLS compatible crew tube? In the screenshot below, the cockpit and two passenger sections are all separate living spaces with no way to transfer crew between them (naturally). It would be really cool the service bay could get a "crew tank" option, for connecting those living spaces, while still leaving room for stuff around it, like with the other tanks. What do you think?- 1,507 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Svish replied to Paul Kingtiger's topic in KSP1 Mod Releases
The science experiments in US2 seems to be a bit bugged or something, I have the same issue with [x] Science, so I trigger the materials and goo experiments manually or via scientist now- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Svish replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hm, tried it now, and doesn't seem like patch works here either... What exactly did you paste into where, @AmpCat? @DStaal Any idea what might be wrong? I put it in a .cfg file in a folder called MyPatches in the GameData directory.- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Svish replied to Paul Kingtiger's topic in KSP1 Mod Releases
Interesting. How do I add such a patch though? Never used MM myself before.- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Svish replied to Paul Kingtiger's topic in KSP1 Mod Releases
Also, a version of the Capacitor from Near Future Electrical, would be awesome. Especially if it was expandable like the battery already in this mod is.- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Svish replied to Paul Kingtiger's topic in KSP1 Mod Releases
Maybe it's already there and I'm just not seeing it, but is there an Experiment Storage Unit wedge for this? If not, would it be possible to add? Always unsure where to place the stock one, and would be so nice if I could just place it as a wedge on a USII core.- 1,553 replies
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Aha, I thought it was the Strategia mod which supported certain contracts. But that makes sense.
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How does that work though, especially with the CleverSat contracts for example, where you have to place unmanned probes in specific orbits?
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For the Operations strategies, what exactly does "when a pilot/engineer/scientist is present" mean? For the Tourism Plus contracts I assume it's just having a pilot on the trip, which is required anyways I think, but what about the other two? Engineer: Station, CleverSat, and Bases and Stations... present how? When I put a satellite in orbit for example, which is supposed to be uncrewed, how do I make an engineer present? Must he be in rendezvous close to the satellite once it hits the orbit or something? I.e. need to place a crewed pod in the right orbit, and then release the satellite? Scientist: Science Collection and Field Research... present how? Do the actual science from EVA? In the craft together with the science when it's transmitted or recovered on Kerbin?
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Also a question... What does the Spectrometron do exactly? Does it convert an experiment into a different experiment? Or does it do something with the original experiment? Or what does it do exactly?
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When clicking "Start research" on the TH-NKR Research Lab, the button changes into "autoLOC_statsci_stopResearch"... I assume that should've been "Stop research" maybe?
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Svish replied to Angelo Kerman's topic in KSP1 Mod Releases
GitHub logins are free -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Svish replied to Angelo Kerman's topic in KSP1 Mod Releases
I get this too