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Puckpuck

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Everything posted by Puckpuck

  1. Its included in the GC core thats packaged with USI. Parts for constructing DIY kits on the surface or in orbit using, i think, specialised parts. Orbital construction also requires the orbital assembly space part, not sure if an assembly space is needed surface construction too
  2. Honest think i would have got bored and stopped playing this game a long time ago if it wasnt for these mods. They really give a sense of purpose to the game! Ive noticed habitation and Lifesupport (greenhouses) seem to no longer be compatible with the habitation/supply recycling parts in the Stockalike Station Parts Redux mods? (V1.6) There's no option to start the greenhouses and even the largest hab parts provide practically no boost to habitation. Would I need to add something via a MM patch to correct this? or would it be better just to tweak the Hab settings in game? Any advice to point me in the right direction would be greatly appreciated!
  3. Ohhhh interesting! Will definitely give this a try! I tried using the mechjeb rover autopilot for long drives before but it usually ended up in tipping over/explosions...
  4. There is/was a part welder mod that I used to use to reduce part count on big ships by fusing various structural parts/lights or identical fuel tank parts together that used to work quite well. Not if the mod has been maintained though as haven't used it for a while, was a life saver on my older computer! Also was good for making tug modules with structural, tanks and rcs all combined into one part.
  5. I can relate to this. The first time I played through with MKS I built an enormous 'do everything' base which absolutely killed my frame rate everytime I went near it to the point of making it almost unplayable... However since getting the hang of how planetry logistics work and utilising colony supplies (which I'd pretty much ignored before) I now tend to have multiple small, specialised bases spread out. Seems to be working quite well so far! Transport between the bases for maintenance/repair can be a bit annoying and time consuming but I think that's more down to my lack of ability at building good, efficient transports!
  6. Thanks, Sounds nice and simple! So you don't need any kind of command module nearby like you do for extending the range of local logistics? Do you need pilots/quartermaster in the logistics modules at both ends?
  7. Hi, Been using this mod for a while now and totally love it! Has extended my gameplay immensely, I would have probably stopped playing along time ago if it wasn't for mks! Just wondering if someone could give a brief explanation of how the new orbital logistics works? Does it requires specialised parts separate from the local/planetary logistics parts?
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