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Everything posted by Tacombel
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
As in any other solo game, you define the rules. There are people that refuels the ship at a station in the final biome because they already set up the infrastructure to do so, so you can make any route 0 TC. Is just a matter of what its Ok with you. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
The deprecated ports are still there, only that a bit out of the way. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
Don't know if I am late, but you need to do the PR in the develop branch. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
Assembling the two part MKS Basic Base -
Check the compatible game versions
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
Packed basic base in two ships. Mount them in your favorite booster and launch them. It is designed with a crew of five in mind. Engineer and pilot for the pioneer module, scientist for the greenhouse, engineer for the workshop and a third engineer for EVA construction. Enable konstruction in the pioneer and workshop to move the heaviest parts. There are not enough material kits to deploy everything, so start with the hab-quarters, greenhouse and workshop. Then disassemble as needed to deploy the hab-common. https://kerbalx.com/Tacombel/MKS-Basic-Base-Part-One https://kerbalx.com/Tacombel/MKS-Basic-Base-Part-Two -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
This is what it says in the wiki, Personally I never reached that far. They will also get freezed if you reach 50y habtime per kerbal. AFAIK the others don't have any special effect. https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Habitation) -
Yes!
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@SPEKTRECheck the link, it is not working
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
Yea, different workflows. I don't design ships with the shipyard in mind, but upgrade the shipyard as needed. What is a problem if the shipyard is far away. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
Perhaps I am misunderstanding you, but the shipyard has this already. If you don't have one in lko you could just launch one in KSC and check. It is not the same as having it in the VAB, but it works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
Yes, should always be there, although sometimes it disappears. A scene change usually solves it. I am still in 1.11.1 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
Some useful info for those new to WOLF https://github.com/UmbraSpaceIndustries/MKS/wiki/WOLF-—-some-useful-tips and some of the new things in the current constellation pre-release https://github.com/UmbraSpaceIndustries/MKS/wiki/Bleeding-Edge:-new-and-modified-things. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
I dont think it is necessary. -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Tacombel replied to linuxgurugamer's topic in KSP1 Mod Releases
One way to avoid the correction ignitions is just to switch of gravity turn once Ap is at is target. Just set it a bit higher to take into account the loses. AFAIK this is the way it is done in real rockets. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
There is an icon in your tool bar, the one under the Wolf one, that opens a UI that lets you transfer resources between ships closer than 150m. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
AFAIK is a stock problem, not MKS. There is a workaround made by Lisias, that seems to work. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tacombel replied to RoverDude's topic in KSP1 Mod Releases
https://github.com/UmbraSpaceIndustries/MKS/wiki/WOLF-—-some-useful-tips -
Check https://github.com/UmbraSpaceIndustries/MKS/wiki/Bleeding-Edge:-new-and-modified-things.
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[1.12.x] GravityTurn continued - Automated Efficient Launches
Tacombel replied to linuxgurugamer's topic in KSP1 Mod Releases
And each time you launch those errors are going to be different, so you get different results. -
[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
Tacombel replied to linuxgurugamer's topic in KSP1 Mod Releases
Another one that is in my permanent mod library. Thx