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tonimark
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the github section , one year without updates also no replies for current issues on github more than 3 mounths old, i am wandering is this life support mod dead? should someone else adopt it and we pick up alternatives?
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how do anomaly detection work exactly?
tonimark replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
well the only known way is that with scansat mod there are such questionmarks (and yes they exists on kerbnet too but are rare(also on kerbnet they required to complete a plantery survey)) that are anomalies i usally add a mark at these on scansat and later on finding them -
these parts were suppose to be in the cargo payload but how did this guy managed to attach them into a vessel? i am talking about eva seal pod craft from steam... but anyways heres is the screenshot: part-clipping and non-strict part attachements checks don't really do anything while turned on/off in the editor do i need a specific mod or a technique instead?
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Is the Hype on the forum dying? :(
tonimark replied to DerkyJerkyWreaksHavoc's topic in KSP1 Discussion
what do you think is better? feline utility rovers or buffalo?- 16 replies
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Is the Hype on the forum dying? :(
tonimark replied to DerkyJerkyWreaksHavoc's topic in KSP1 Discussion
yes it is dying i posted a thread , and still after 4 hours not even a recommendation , opinion any comment- 16 replies
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seems good however it is harder for planes since many more calculation including wing maximum lift , flight altittude and fuel consumption especially on interstellar's nuclear engine and cruise speed
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best mod i ever wanted , no longer spending countless hours running KSP just for a rover to drive from a biome to an another
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In orbit but "moving over the surface"?
tonimark replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
i have the same problem i tried to take off from minus flatlands with an aircraft everytime moving over the terrain , i know that airpark could be something but after toggle it on/off and bouncing on the surface multiple times yielded no results , there were no fairings , no gravity hack used -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
tonimark replied to Angelo Kerman's topic in KSP1 Mod Releases
i have to say i had a odd experience because it uses the kis/kas system i found a critical and ancient ksp bug(also known as Kore Kraken:This bug was discovered in KSP version 0.22. This type of Kraken will only occur when parts somehow manage to come to rest below the surface) where the terrain landing collission dedector and terrain destroyer (crash) collission dedector are out of sync (uneven terrain) this causes some objects like especially like saddle muncrete slab to crash to terrain whenever they are placed down from kerbal inventory system or sometimes where they are attached to the ground with pairs , you should switch to modern inventory system where the terrains problems are not so persistent- 3,523 replies
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- geoscience
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
tonimark replied to Nils277's topic in KSP1 Mod Releases
base landing legs are too fragile even with ground stabilizer installed the landing legs keep getting destroyed on vessel load even with the most even terrain you should made landing legs much tougher and prevent them from just exploding when a large base is loaded -
thanks for the information but if you can edit this post with this answer becuase i am not sure if the active shields do stack...
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while rdu and tv are still not well documented i just found the best way to generate shielding turns out SOE solid oxide electrolysis did the best at topping the shielding to full in less than a year on a random craft assuming there is a constant rich supply of CO2 and also the most efficient since it consumed the least power making ideal for shielding up bases and stations against radiation now i have a 2nd question which is best: 1.full shielding at vessel OR 2.multiple 4+ active shield modules that uses EC to deflect radiation assuming there is no shielding (0%) and a constant supply of EC at protecting ship from extrernal radiation and which method is best (1or2) for internal radiation (nuclear reactors) assuming all reactors are shielded as much as possible
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i know this mod works with 1.12.2 but the submarine computer is not working fine also there flexing in most of the ships built even with autostructing activated